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UCharacterMovementComponent::MovementMode

property Engine Blueprint Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: UPROPERTYBlueprintReadOnly

Description

The character's current movement mode — walking, falling, flying, swimming, or a custom mode.

Caveats & Gotchas

  • Read-only from Blueprint, and shouldn't be set directly from C++ either — call SetMovementMode() so the engine runs the associated transition logic (OnMovementModeChanged, physics setup, etc.).
  • Automatically replicated from server to clients through the Character owner; don't add your own replication for it.
  • When MovementMode is MOVE_Custom, check CustomMovementMode to identify which custom sub-mode is active.

Signature

TEnumAsByte<enum EMovementMode> MovementMode

Example

Check whether the character is airborne C++
if (GetCharacterMovement()->MovementMode == MOVE_Falling)
{
	// character is airborne
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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