UCharacterMovementComponent::Launch
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtual
Description
Queues a velocity launch to be applied on the next movement update, overriding the current velocity.
Signature
virtual void Launch(FVector const& LaunchVel) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| LaunchVel | FVector const& | The velocity to apply, in world space (cm/s). | — |
Return Type
void Caveats & Gotchas
- • This queues the launch — it is not applied immediately. The velocity takes effect at the start of the next movement tick.
- • For gameplay use, prefer ACharacter::LaunchCharacter() which wraps this with more control over XY/Z override flags.
- • The launch transitions the character into MOVE_Falling mode.
Example
Blast a character upward C++
// Prefer ACharacter::LaunchCharacter for gameplay code
GetCharacterMovement()->Launch(FVector(0.f, 0.f, 1000.f)); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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