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UCharacterMovementComponent::StartFalling

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

Description

Transitions the character from walking to falling mid-substep, recomputing remaining time proportionally to how much of the intended movement wasn't consumed, then continues the physics loop via StartNewPhysics().

Caveats & Gotchas

  • In-editor before the world has begun play (or within the first second of PIE), it skips setting MOVE_Falling and instead forces bForceNextFloorCheck — a guard against characters falling out of the world before streaming/collision has settled.
  • Only sets MOVE_Falling if IsMovingOnGround() is still true when this is called; if something else already changed the movement mode, this call won't override it.
  • This is an internal step of PhysWalking's iteration loop, not something to call directly to make a character fall — use SetMovementMode(MOVE_Falling) for that.

Signature

virtual void StartFalling(int32 Iterations, float remainingTime, float timeTick, const FVector& Delta, const FVector& subLoc)

Parameters

Name Type Description Default
Iterations int32 Current sub-step iteration count for the movement update.
remainingTime float Time left in this movement update before StartFalling was reached.
timeTick float Duration of the current sub-step.
Delta const FVector& Movement delta that was originally desired for this sub-step.
subLoc const FVector& Location at the start of this sub-step, used to measure how much of Delta was actually consumed.

Return Type

void

Example

Reacting to a fall transition C++
void UMyCharacterMovementComponent::StartFalling(int32 Iterations, float remainingTime, float timeTick, const FVector& Delta, const FVector& subLoc)
{
    OnStartedFalling.Broadcast();
    Super::StartFalling(Iterations, remainingTime, timeTick, Delta, subLoc);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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