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UCharacterMovementComponent::RequestPathMove

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

Description

Called by path following to request acceleration toward a given input direction, used for the common walk/run-toward-target case.

Caveats & Gotchas

  • If MoveInput has a non-zero Z component while moving on the ground or falling, the input is re-normalized in 2D and rescaled to preserve its original magnitude before being passed to Super — vertical intent is stripped in those movement modes.
  • Unlike RequestDirectMove, this feeds into the normal acceleration/friction-based velocity calculation rather than setting velocity directly, so it respects MaxAcceleration and ground friction.

Signature

virtual void RequestPathMove(const FVector& MoveInput) override

Parameters

Name Type Description Default
MoveInput const FVector& Desired movement input direction from path following; may include a Z component.

Return Type

void

Example

Requesting movement toward a target C++
GetCharacterMovement()->RequestPathMove(DesiredDirection * MoveSpeed);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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