UCharacterMovementComponent::ComputeFloorDist

Compute distance to the floor from bottom sphere of capsule and store the result in OutFloorResult.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h

Include

#include "GameFramework/CharacterMovementComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp

Syntax

virtual void ComputeFloorDist
(
    const FVector & CapsuleLocation,
    float LineDistance,
    float SweepDistance,
    FFindFloorResult & OutFloorResult,
    float SweepRadius,
    const FHitResult * DownwardSweepResult
) const

Remarks

Compute distance to the floor from bottom sphere of capsule and store the result in OutFloorResult. This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, or distance from the bottom of the capsule in the case of a line trace. This function does not care if collision is disabled on the capsule (unlike FindFloor).

Parameters

Parameter

Description

CapsuleLocation

Location of the capsule used for the query

LineDistance

If non-zero, max distance to test for a simple line check from the capsule base. Used only if the sweep test fails to find a walkable floor, and only returns a valid result if the impact normal is a walkable normal.

SweepDistance

If non-zero, max distance to use when sweeping a capsule downwards for the test. MUST be greater than or equal to the line distance.

OutFloorResult

Result of the floor check. The HitResult will contain the valid sweep or line test upon success, or the result of the sweep upon failure.

SweepRadius

The radius to use for sweep tests. Should be <= capsule radius.

DownwardSweepResult

If non-null and it contains valid blocking hit info, this will be used as the result of a downward sweep test instead of doing it as part of the update.

See Also