UCharacterMovementComponent::RepulsionForce
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
Force per kilogram of mass applied continuously to every physics component currently overlapping the character, pushing them apart.
Caveats & Gotchas
- • Has no effect unless bEnablePhysicsInteraction is enabled.
- • Unlike TouchForceFactor and PushForceFactor, this applies every tick to all overlapping components at once, not just the one the character is blocked against.
- • Because it scales per kilogram, very heavy overlapping objects can end up receiving a large combined repulsion force.
Signature
float RepulsionForce; Example
Keep overlapping physics props from clumping C++
if (UCharacterMovementComponent* MoveComp = GetCharacterMovement())
{
MoveComp->bEnablePhysicsInteraction = true;
MoveComp->RepulsionForce = 2.5f;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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