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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework > UCharacterMovementComponent
Syntax
float BrakingFriction
Remarks
Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes.
Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used.