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UCharacterMovementComponent::K2_FindFloor

function Engine Blueprint Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: UFUNCTIONBlueprintCallablevirtual

Description

Sweeps a vertical trace from CapsuleLocation to find the floor beneath the capsule, writing the result into FloorResult. This is the Blueprint-callable wrapper around the internal FindFloor() query.

Caveats & Gotchas

  • No floor will be found if collision is disabled on the capsule component — the call silently returns an unwalkable result rather than warning.
  • Internally calls FindFloor() with bCanUseCachedLocation set to false, so it always performs a fresh sweep instead of reusing CurrentFloor; calling this every frame from Blueprint is more expensive than it looks.

Signature

virtual void K2_FindFloor(FVector CapsuleLocation, FFindFloorResult& FloorResult) const

Parameters

Name Type Description Default
CapsuleLocation FVector Location where the capsule sweep should originate.
FloorResult FFindFloorResult& Out parameter that receives the result of the floor check.

Return Type

void

Example

Check the floor beneath an arbitrary point Blueprint
Call Find Floor with a Capsule Location vector, then break the returned Find Floor Result struct and read Is Walkable Floor to decide whether the character could stand there.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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