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UCharacterMovementComponent::SaveBaseLocation

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

Description

Updates OldBaseLocation and OldBaseQuat from the current movement base, storing the relative location/rotation if necessary, ignoring bDeferUpdateBasedMovement.

Caveats & Gotchas

  • Unlike MaybeSaveBaseLocation(), this always runs — it ignores the defer flag, so calling it manually can override the intended deferral behaviour of the based-movement system.
  • Does nothing if there is no valid MovementBase; OldBaseLocation/OldBaseQuat are left at their previous values in that case.
  • Also responsible for caching the character's location/rotation relative to the base, which UpdateBasedMovement() later uses to detect base movement.

Signature

virtual void SaveBaseLocation();

Return Type

void

Example

Forcing a base-location refresh outside the normal tick order C++
void UMyCharacterMovementComponent::OnCustomTeleportOntoBase()
{
	// Force an immediate refresh, bypassing bDeferUpdateBasedMovement.
	SaveBaseLocation();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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