RealDocs

ACharacter::ClearJumpInput

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

Description

Called each frame after CheckJumpInput to update JumpKeyHoldTime and clear bPressedJump once the hold window expires. Ends the active jump-force phase when JumpMaxHoldTime is exceeded.

Caveats & Gotchas

  • This is the function that clears bPressedJump after it has been processed. If you override CheckJumpInput and consume bPressedJump early, ClearJumpInput will still run and may behave unexpectedly — always pair overrides of both functions carefully.
  • ClearJumpInput increments JumpKeyHoldTime each frame while the jump key is held. If StopJumping() is never called, this can exceed JumpMaxHoldTime and keep the character receiving upward velocity indefinitely.

Signature

ENGINE_API virtual void ClearJumpInput(float DeltaTime);

Parameters

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

Return Type

void

Example

Limit jump hold time dynamically based on power-up state C++
void AMyCharacter::ClearJumpInput(float DeltaTime)
{
    // Temporarily boost hold time during a power-up
    float OldHoldTime = JumpMaxHoldTime;
    if (bJumpBoostActive)
    {
        JumpMaxHoldTime *= 2.0f;
    }
    Super::ClearJumpInput(DeltaTime);
    JumpMaxHoldTime = OldHoldTime;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.