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UCharacterMovementComponent::NavWalkingFloorDistTolerance

property Engine Blueprint Since 4.0
#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;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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