UCharacterMovementComponent::RequestDirectMove
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: virtualoverride
Description
Called by path following to request a specific velocity for this tick, used for direct moves like jumping to a nav link or falling toward a destination.
Caveats & Gotchas
- • Ignored if MoveVelocity's squared size is below UE_KINDA_SMALL_NUMBER — near-zero requests are treated as no request at all.
- • If ShouldPerformAirControlForPathFollowing() returns true (by default, whenever IsFalling()), this delegates to PerformAirControlForPathFollowing() instead of setting RequestedVelocity directly, so falling characters respond differently to direct-move requests than grounded ones.
- • When moving on the ground, the requested velocity is projected onto the walkable floor plane before being applied.
Signature
virtual void RequestDirectMove(const FVector& MoveVelocity, bool bForceMaxSpeed) override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MoveVelocity | const FVector& | Desired world-space velocity requested by path following. | — |
| bForceMaxSpeed | bool | If true, the requested velocity's magnitude is treated as the max speed to move at rather than a literal velocity. | — |
Return Type
void Example
Requesting a direct move from custom path following C++
void UMyPathFollowingComponent::FollowFallToTarget(const FVector& TargetVelocity)
{
if (UCharacterMovementComponent* MoveComp = Cast<UCharacterMovementComponent>(GetOwner()->GetMovementComponent()))
{
MoveComp->RequestDirectMove(TargetVelocity, false);
}
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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