RealDocs

UCharacterMovementComponent::ShouldComputePerchResult

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

Description

Checks whether a sweep hit might represent a valid perch location, such that ComputePerchResult() should be called to validate it further.

Caveats & Gotchas

  • Returns false outright if GetPerchRadiusThreshold() is smaller than the internal edge-rejection distance — setting PerchRadiusThreshold too small silently disables perching entirely instead of erroring.
  • With bCheckRadius true (the default), it also returns false when the impact point is already within the valid perch radius, since no perch adjustment is needed in that case.

Signature

virtual bool ShouldComputePerchResult(const FHitResult& InHit, bool bCheckRadius = true) const

Parameters

Name Type Description Default
InHit const FHitResult& Result of the last sweep test before this query.
bCheckRadius bool If true, only allow the perch test when the impact point is outside the radius returned by GetValidPerchRadius(). true

Return Type

bool

Example

Gate a perch check on a sweep hit C++
if (ShouldComputePerchResult(DownwardSweepHit))
{
	FFindFloorResult PerchFloorResult;
	const bool bCanPerch = ComputePerchResult(GetValidPerchRadius(), DownwardSweepHit, MaxStepHeight, PerchFloorResult);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.