UCharacterMovementComponent::NavMeshProjectionInterval
#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;
}
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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