RealDocs

UCharacterMovementComponent::PrePhysicsTickComponent

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

Description

Tick function that runs before the physics simulation step, used to feed movement-derived forces or velocity changes into physics before it advances.

Caveats & Gotchas

  • Runs on a separate tick function (PrePhysicsTickFunction) from the main TickComponent, ordered explicitly to execute before the physics scene simulates — don't assume it runs in the same call stack as TickComponent.
  • Only meaningful for characters interacting with physics (e.g. pushing physics objects, being on a physically simulated base); characters that never touch physics won't see meaningful work happen here.
  • Overriding without calling the base implementation can break physics interaction force accumulation for that character.

Signature

virtual void PrePhysicsTickComponent(float DeltaTime, FCharacterMovementComponentPrePhysicsTickFunction& ThisTickFunction)

Parameters

Name Type Description Default
DeltaTime float Time in seconds since the last pre-physics tick.
ThisTickFunction FCharacterMovementComponentPrePhysicsTickFunction& The pre-physics tick function that triggered this call.

Return Type

void

Example

Pre-physics tick function relationship (engine-internal) C++
// Bound to PrePhysicsTickFunction and executed by the tick manager before the physics scene
// advances. Not intended to be called directly from gameplay code.
virtual void PrePhysicsTickComponent(float DeltaTime, FCharacterMovementComponentPrePhysicsTickFunction& ThisTickFunction);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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