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UCharacterMovementComponent::MaxSimulationIterations

property Engine Blueprint Since 4.0
#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;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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