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UCharacterMovementComponent::MaxSimulationTimeStep

property Engine Blueprint Since 4.0
#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;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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