RealDocs

UCharacterMovementComponent::NavMeshProjectionInterval

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

Description

Sets how often, in seconds, NavWalking characters raycast from the nav mesh down to the underlying geometry to keep their visual position matched to the floor.

Caveats & Gotchas

  • Only has an effect when bProjectNavMeshWalking is enabled — it is ignored for ordinary walking movement.
  • Lower values give a tighter visual match to uneven or moving geometry but cost more raycasts per second across all NavWalking characters.
  • Setting this too high can cause visible popping when the character crosses geometry that diverges from the flat nav mesh surface.

Signature

float NavMeshProjectionInterval;

Example

Tighten navmesh projection for uneven terrain C++
void AMyAICharacter::PostInitializeComponents()
{
	Super::PostInitializeComponents();

	if (UCharacterMovementComponent* MoveComp = GetCharacterMovement())
	{
		MoveComp->NavMeshProjectionInterval = 0.1f;
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.