UCharacterMovementComponent::MaxSimulationIterations
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWriteAdvancedDisplay
Description
Maximum number of discrete substeps used per movement simulation tick, for modes like falling and walking that break large time deltas into smaller pieces.
Caveats & Gotchas
- • Clamped between 1 and 25 in the editor via ClampMin/ClampMax metadata.
- • Works together with MaxSimulationTimeStep — if their product is too small for the frame time, the last iteration is allowed to exceed MaxSimulationTimeStep rather than silently under-simulating.
Signature
int32 MaxSimulationIterations Example
Allow more substeps for complex collision C++
GetCharacterMovement()->MaxSimulationIterations = 15; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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