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ACharacter::Jump

function Engine Blueprint Since 1.0
#include "GameFramework/Character.h"
Access: public Specifiers: virtual

Description

Makes the character attempt to jump. Sets bPressedJump to true, which causes CharacterMovementComponent to apply the jump velocity on the next update if the character is on the ground. Works in conjunction with StopJumping() for hold-to-jump mechanics.

Signature

virtual void Jump()

Return Type

void

Caveats & Gotchas

  • Jump() only sets a flag — the actual velocity is applied by CharacterMovementComponent. Call it from client-side input, not from server logic.
  • For multi-jump, override CanJumpInternal_Implementation() in C++ or the CanJump condition in Blueprints.
  • JumpMaxCount and JumpMaxHoldTime are configured on CharacterMovementComponent.

Example

Binding Jump to input C++
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* IC)
{
    Super::SetupPlayerInputComponent(IC);
    IC->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
    IC->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
}

Version History

Introduced in: 1.0

Version Status Notes
5.6 stable

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