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UCharacterMovementComponent::RotationRate

property Engine Blueprint Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite

Description

Change in rotation per second applied when bUseControllerDesiredRotation or bOrientRotationToMovement is enabled.

Caveats & Gotchas

  • A negative value enables an infinite rotation rate, snapping the character instantly to the target rotation instead of interpolating.
  • Has no effect unless bUseControllerDesiredRotation or bOrientRotationToMovement is also true — setting RotationRate alone does nothing.
  • Only the Yaw component is used by the default rotation logic; Pitch and Roll are typically left at zero for ground-based characters.

Signature

FRotator RotationRate

Example

Enable smooth turning C++
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.f, 540.f, 0.f);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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