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UCharacterMovementComponent::StopActiveMovement

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

Description

Cancels in-progress movement input by zeroing Acceleration and clearing any pending path-following requested velocity.

Caveats & Gotchas

  • Calls Super::StopActiveMovement() first, which clears PendingInputVector on the owning pawn — so both C++ input and any queued path-following move are stopped.
  • Does not change the current Velocity, so the character can still coast to a stop under friction/braking rather than halting instantly.

Signature

virtual void StopActiveMovement() override

Return Type

void

Example

Stopping movement on stun C++
void AMyCharacter::OnStunned()
{
    GetCharacterMovement()->StopActiveMovement();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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