UCharacterMovementComponent::NavMeshProjectionInterpSpeed
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
Speed at which the visual capsule offset interpolates toward the newly traced nav mesh projection between raycasts. A value of 0 disables interpolation entirely.
Caveats & Gotchas
- • Only relevant when bProjectNavMeshWalking is enabled; has no effect for standard walking.
- • A value of 0 snaps instantly to the new projected height each time NavMeshProjectionInterval elapses, which can look jittery on uneven ground.
- • Higher values smooth out height changes but introduce visible lag when a character walks onto a sudden step or ledge.
Signature
float NavMeshProjectionInterpSpeed; Example
Smooth navmesh height correction C++
if (UCharacterMovementComponent* MoveComp = GetCharacterMovement())
{
MoveComp->NavMeshProjectionInterpSpeed = 12.0f;
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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