UCharacterMovementComponent::RequestPathMove
#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); See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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