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ACharacter::CheckJumpInput

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

Description

Called each frame by CharacterMovementComponent to process jump input. Consumes bPressedJump, increments JumpCurrentCount, and calls OnJumped() when a new jump is initiated.

Caveats & Gotchas

  • This function increments JumpCurrentCount and sets JumpCurrentCountPreJump. Overrides that do not call Super::CheckJumpInput() must manage these variables manually, or multi-jump and network prediction logic will silently break.
  • CheckJumpInput is called from the movement component, not from the character's own Tick. Do not call it directly — set bPressedJump to true and let the movement component invoke it on the correct tick.

Signature

ENGINE_API virtual void CheckJumpInput(float DeltaTime);

Parameters

Name Type Description Default
DeltaTime float Delta time in seconds since the last frame.

Return Type

void

Example

Add a stamina gate to jumping by overriding CheckJumpInput C++
void AMyCharacter::CheckJumpInput(float DeltaTime)
{
    if (bPressedJump && Stamina < JumpStaminaCost)
    {
        // Not enough stamina — cancel the jump request
        bPressedJump = false;
    }
    Super::CheckJumpInput(DeltaTime);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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