ACharacter::GetProxyIsJumpForceApplied
#include "GameFramework/Character.h"
Access: public
Specifiers: inlineconst
Description
Returns whether the replicated `bProxyIsJumpForceApplied` flag is currently set, indicating the Character is under active jump force on simulated proxies. Used by CharacterMovementComponent to drive proxy jump animation.
Caveats & Gotchas
- • This flag is only meaningful on simulated proxies — it is populated via replication from the server's CharacterMovementComponent. On the authoritative owner use `IsJumpProvidingForce()` instead.
- • The flag is set and cleared by CharacterMovementComponent automatically; calling SetProxyIsJumpForceApplied() directly outside of the movement component can desync proxy visuals from actual physics.
Signature
inline bool GetProxyIsJumpForceApplied() const { return bProxyIsJumpForceApplied; } Return Type
bool Example
Check jump force state on a simulated proxy in an animation blueprint C++
// In an AnimInstance Update:
if (ACharacter* Char = Cast<ACharacter>(TryGetPawnOwner()))
{
bIsProxyJumping = Char->GetProxyIsJumpForceApplied();
} Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?