UCharacterMovementComponent::SetMovementMode
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallablevirtual
Description
Immediately changes the character's movement mode. Use this to force transitions between walking, flying, swimming, or a custom movement mode.
Signature
virtual void SetMovementMode(EMovementMode NewMovementMode, uint8 NewCustomMode = 0) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewMovementMode | EMovementMode | The movement mode to switch to (Walking, Falling, Swimming, Flying, Custom, None). | — |
| NewCustomMode | uint8 | Sub-mode index when using MOVE_Custom. Ignored for all other modes. | 0 |
Return Type
void Caveats & Gotchas
- • Setting MOVE_None disables all movement processing. The character will stop responding to input until the mode is restored.
- • On the server this is authoritative. On clients it is a prediction — the server may correct it next frame.
- • Triggering MOVE_Falling manually will start applying gravity immediately, bypassing jump logic.
Example
Enable flying mode C++
GetCharacterMovement()->SetMovementMode(MOVE_Flying); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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