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UCharacterMovementComponent::bBaseOnAttachmentRoot

property Engine Blueprint Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite

Description

When enabled, a character based on an object stays based on that object's attachment root component instead of the specific component it was traced against.

Caveats & Gotchas

  • Changes which component is treated as the MovementBase for based-movement tracking (following the base's motion) — it doesn't change collision detection itself.
  • Useful for multi-component actors, such as a vehicle with separate collision pieces, where the character should move with the whole actor rather than just the sub-component it landed on.

Signature

bool bBaseOnAttachmentRoot = false

Example

Base movement on the attachment root C++
GetCharacterMovement()->bBaseOnAttachmentRoot = true;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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