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UCharacterMovementComponent::MaxDepenetrationWithGeometry

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

Description

Maximum distance simulated proxies are allowed to depenetrate per step when resolving overlaps with world geometry, as opposed to other pawns.

Caveats & Gotchas

  • Only applies to simulated proxies (remote clients simulating another player's movement) — it does not limit depenetration for the locally controlled or authoritative character.
  • Separate limits exist for pawn-vs-pawn depenetration (MaxDepenetrationWithPawn) and for the proxy variants of each — check MaxDepenetrationWithGeometryAsProxy and MaxDepenetrationWithPawnAsProxy if geometry vs. pawn behavior needs to differ.

Signature

float MaxDepenetrationWithGeometry

Example

Loosen geometry depenetration for simulated proxies C++
GetCharacterMovement()->MaxDepenetrationWithGeometry = 500.f;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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