UCharacterMovementComponent::MaxDepenetrationWithGeometryAsProxy
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWriteAdvancedDisplay
Description
Maximum depenetration distance applied to overlaps with world geometry (not Pawns) specifically when the character is a simulated proxy, used instead of MaxDepenetrationWithGeometry in that case.
Caveats & Gotchas
- • Only applies when the character is a simulated proxy (bIsProxy true); the locally controlled or autonomous instance uses MaxDepenetrationWithGeometry instead.
- • Defaults to 100.f, far tighter than MaxDepenetrationWithGeometry's default of 500.f, so proxies correct out of geometry more gradually and avoid visible pops.
- • Hidden behind AdvancedDisplay in the editor Details panel, so it's easy to miss when tuning proxy correction alongside MaxDepenetrationWithGeometry.
Signature
float MaxDepenetrationWithGeometryAsProxy Example
Loosen geometry depenetration for proxy characters C++
GetCharacterMovement()->MaxDepenetrationWithGeometryAsProxy = 50.f; See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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