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UCharacterMovementComponent::bBasedMovementIgnorePhysicsBase

property Engine Blueprint Since 4.0
#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;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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