UCharacterMovementComponent::MaxDepenetrationWithGeometry
#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; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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