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UCharacterMovementComponent::NotifyBumpedPawn

function Engine Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: virtualoverride

Description

Called when this character bumps into another pawn during movement, and resets the RVO avoidance lock timer so the two pawns don't stay stuck avoiding each other.

Caveats & Gotchas

  • Draws a debug line for a couple of seconds in non-shipping/test builds when avoidance debug drawing is enabled for this component's AvoidanceUID.
  • Only affects AvoidanceLockTimer — it does not itself apply any physical response to the bump (no impulse, no push); that's handled elsewhere in collision resolution.

Signature

virtual void NotifyBumpedPawn(APawn* BumpedPawn) override

Parameters

Name Type Description Default
BumpedPawn APawn* The other pawn that was bumped into.

Return Type

void

Example

Reacting to pawn bumps C++
void UMyCharacterMovementComponent::NotifyBumpedPawn(APawn* BumpedPawn)
{
    Super::NotifyBumpedPawn(BumpedPawn);
    OnPawnBumped.Broadcast(BumpedPawn);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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