UCharacterMovementComponent::NavWalkingFloorDistTolerance
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
Amount of allowed disagreement, in centimetres, between the server's and client's idea of ground height while a character is in NavWalking mode before a correction is applied.
Caveats & Gotchas
- • Only relevant for networked characters using NavWalking; single-player or non-replicated NavWalking is unaffected.
- • Set too low, minor floating-point drift between server and client nav mesh queries can trigger frequent, jittery corrections.
- • Set too high, clients can visibly float above or sink into the floor before a correction kicks in.
Signature
float NavWalkingFloorDistTolerance; Example
Loosen server/client floor tolerance C++
if (UCharacterMovementComponent* MoveComp = GetCharacterMovement())
{
MoveComp->NavWalkingFloorDistTolerance = 4.0f;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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