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ACharacter::GetProxyIsJumpForceApplied

function Engine Since 4.20
#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

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