Licensee has brought into question the difference between NavMovementComp::bUseAccelerationForPaths Vs. CharacterMovementComponent::bRequestedMoveUseAcceleration.
This led to a discussion in a Support Tech Escalations thread,  Lukasz F mentioned the following: 
"redundant and there's no good reason behind it. Initial change (2793476) added 3rd way of movement for AI pawn, so now we have:

  1. direct velocity change
  • mirrors crowd simulation perfectly
  • doesn't care about character movement features (braking, accel and all stuff from UCharacterMovementComponent::CalcVelocity)
  • NavMovementComponent::bUseAccelerationForPaths = false, CharacterMovementComponent::bRequestedMoveUseAcceleration = false
  1. acceleration change - hacked from velocity request
  • first implementation of accel support
  • character only hack, use path following's velocity to set acceleration value instead
  • path following may have problems with overshooting destination (not aware of braking behavior)
  • NavMovementComponent::bUseAccelerationForPaths = false, CharacterMovementComponent::bRequestedMoveUseAcceleration = true
  1. acceleration change - request input-like move
  • "new" implementation of accel support
  • all pawn based movement
  • movement calc flow identical to pressing input buttons
  • path following tries to compensate for braking as it's reaching destination
  • NavMovementComponent::bUseAccelerationForPaths = true, CharacterMovementComponent::bRequestedMoveUseAcceleration = whatever  

We should deprecate method #2, as it's inferior to #3 and I can't remember any good reasons for keeping it:
CharacterMovementComponent::bRequestedMoveUseAcceleration should be removed."

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Won't Fix
ComponentUE - Gameplay - Player Movement
Affects Versions4.204.214.22
CreatedMay 3, 2019
ResolvedAug 27, 2021
UpdatedAug 27, 2021