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UCharacterMovementComponent::SetGroundMovementMode

function Engine Since unknown
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: ENGINE_API

Description

Sets which movement mode (MOVE_Walking or MOVE_NavWalking) the character should switch to when it stops falling and resumes ground movement. If the character is currently on the ground, this also changes the active movement mode immediately.

Caveats & Gotchas

  • Passing any value other than MOVE_Walking or MOVE_NavWalking is silently ignored — there's no error or warning if you pass, say, MOVE_Flying.
  • If the character is currently walking or nav-walking, calling this also switches the current mode via SetMovementMode() right away, not just the pending post-fall mode.
  • This is the supported way to toggle NavMesh-following ground movement on and off at runtime, rather than calling SetMovementMode(MOVE_NavWalking) directly.

Signature

void SetGroundMovementMode(EMovementMode NewGroundMovementMode)

Parameters

Name Type Description Default
NewGroundMovementMode EMovementMode The mode to switch to when the character returns to ground movement after falling. Only MOVE_Walking and MOVE_NavWalking are valid; other values are ignored.

Return Type

void

Example

Switching between walking and nav-walking C++
UCharacterMovementComponent* Movement = GetCharacterMovement();
if (bUseNavMeshWalking)
{
    Movement->SetGroundMovementMode(MOVE_NavWalking);
}
else
{
    Movement->SetGroundMovementMode(MOVE_Walking);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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