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UCharacterMovementComponent::MaxDepenetrationWithGeometryAsProxy

property Engine Blueprint Since 4.0
#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;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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