UCharacterMovementComponent::bBasedMovementIgnorePhysicsBase
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
When enabled, UpdateBasedMovement ignores collision with actors that are part of the character's current MovementBase, if that base is simulated by physics.
Caveats & Gotchas
- • Only matters when the MovementBase itself is physics-simulated (e.g. a physics-driven moving platform); has no effect standing on a purely kinematic or static base.
- • Defaults to false, preserving the older behavior of colliding with the physics base — enable it deliberately if characters are getting pushed or jittered by their own moving platform.
Signature
bool bBasedMovementIgnorePhysicsBase = false Example
Ignore collision with a physics-simulated base C++
GetCharacterMovement()->bBasedMovementIgnorePhysicsBase = true; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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