UCharacterMovementComponent::MaxSimulationTimeStep
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWriteAdvancedDisplay
Description
Maximum time delta allowed for a single discrete simulation step in movement modes that break up large frame times, such as falling and walking.
Caveats & Gotchas
- • If MaxSimulationTimeStep * MaxSimulationIterations is too small for your minimum supported framerate, the final substep of a tick can exceed MaxSimulationTimeStep to finish the simulation — the two properties must be tuned together.
- • Lowering this value improves accuracy for fast-moving characters or complex collision but costs performance since more substeps run per tick.
Signature
float MaxSimulationTimeStep Example
Tighten simulation accuracy for fast movement C++
UCharacterMovementComponent* Move = GetCharacterMovement();
Move->MaxSimulationTimeStep = 0.03f;
Move->MaxSimulationIterations = 12; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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