UCharacterMovementComponent::MaybeSaveBaseLocation
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtual
Description
Calls SaveBaseLocation() unless bDeferUpdateBasedMovement is set, in which case the save is skipped for this tick.
Caveats & Gotchas
- • The 'maybe' is entirely controlled by bDeferUpdateBasedMovement — if that flag is true, OldBaseLocation and OldBaseQuat silently do not update this tick, which can cause based-rotation logic to see stale data.
- • Intended to be called at the natural points in the movement update where a based-location save is normally due; calling it more often than the engine does won't cause harm but also won't do anything extra beyond what SaveBaseLocation() does.
- • Prefer SaveBaseLocation() directly if you need to guarantee the base location is refreshed regardless of the defer flag.
Signature
virtual void MaybeSaveBaseLocation(); Return Type
void Example
Calling the deferred-aware save from custom movement code C++
void UMyCharacterMovementComponent::PerformCustomBaseSync()
{
// Respects bDeferUpdateBasedMovement, unlike SaveBaseLocation().
MaybeSaveBaseLocation();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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