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ACharacter::CanJump

function Engine Blueprint Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: constUFUNCTIONBlueprintCallable

Description

Returns true if the Character is currently allowed to jump. The default check requires the Character to be on the ground (or still within the hold window of an active jump), not crouching against a low ceiling, and that `CanEverJump()` returns true.

Caveats & Gotchas

  • CanJump() is non-virtual — to customise jump conditions override the protected `CanJumpInternal_Implementation()` or implement the BlueprintNativeEvent `CanJump` in a Blueprint subclass.
  • Multi-jump support is handled inside CanJumpInternal via JumpCurrentCount vs JumpMaxCount — increment JumpMaxCount to allow double/triple jumps; do not duplicate that logic in your own override.

Signature

ENGINE_API bool CanJump() const;

Return Type

bool

Examples

Gate jump action: check CanJump before calling Jump Blueprint
InputAction Jump (Pressed) Can Jump Target is Character Target Return Value Return Value Branch Condition Condition True False Jump Target is Character Target Print String In String Cannot Jump Cannot Jump
Edit Blueprint graph Gate jump action: check CanJump before calling Jump
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Gate a jump action on CanJump C++
void AMyCharacter::TryJump()
{
    if (CanJump())
    {
        Jump();
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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