ACharacter::GetJumpMaxHoldTime
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualENGINE_API
Description
Returns the maximum duration the jump key can be held to continue receiving upward force. By default this returns the JumpMaxHoldTime property; override to make it dynamic.
Caveats & Gotchas
- • If StopJumping() is not called before this time is reached, the character will continue gaining upward velocity. Always call StopJumping() in your jump-release input handler to prevent runaway jump height.
- • The value returned here is read by ClearJumpInput() on every frame while the character is jumping. Returning different values between frames within the same jump can produce inconsistent jump heights on clients and cause network desyncs.
Signature
ENGINE_API virtual float GetJumpMaxHoldTime() const; Return Type
float Example
Return a higher hold time when a power-up is active C++
float AMyCharacter::GetJumpMaxHoldTime() const
{
float BaseTime = Super::GetJumpMaxHoldTime();
return bHighJumpActive ? BaseTime * 2.0f : BaseTime;
} Version History
Introduced in: 4.8
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?