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UCharacterMovementComponent::PostPhysicsTickFunction

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

Description

The tick function object that drives PostPhysicsTickComponent, run after the physics scene has finished simulating for the frame.

Caveats & Gotchas

  • This tick function only exists to let CharacterMovementComponent schedule work after the physics scene simulates, primarily for syncing with physics-based root motion or ragdoll blending; most gameplay code never touches this directly.
  • Its enable state and tick dependencies are configured in RegisterComponentTickFunctions(), not by setting fields on this struct at arbitrary times.
  • Runs before cloth simulation, so any transform changes made here can still be picked up by cloth on the same frame.

Signature

struct FCharacterMovementComponentPostPhysicsTickFunction PostPhysicsTickFunction

Example

Reading the owning target C++
// Rarely accessed directly; mostly useful when debugging tick dependency graphs.
UCharacterMovementComponent* MovementComp = GetCharacterMovement();
FCharacterMovementComponentPostPhysicsTickFunction& PostPhysicsTick = MovementComp->PostPhysicsTickFunction;
UE_LOG(LogTemp, Log, TEXT("PostPhysicsTickFunction target: %s"), *GetNameSafe(PostPhysicsTick.Target));

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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