ACharacter::JumpCurrentCount
#include "GameFramework/Character.h"
Access: public
Specifiers: UPROPERTYVisibleInstanceOnlyBlueprintReadOnly
Description
Tracks how many jumps the character has performed since last landing. Incremented in `CheckJumpInput`, used in `CanJump_Implementation` to gate additional air jumps, and reset to 0 in `OnMovementModeChanged` when the character lands.
Caveats & Gotchas
- • This value is not replicated. It is managed locally on both the server and the owning client via character movement prediction. Simulated proxies do not maintain this value.
- • If you override `CheckJumpInput`, `CanJump_Implementation`, or `OnMovementModeChanged`, you are responsible for correctly incrementing and resetting this counter. Failing to do so will break multi-jump logic.
- • During network move replay (`bClientUpdating == true`), this counter can be modified multiple times per frame as the client resimulates moves. Do not cache this value across frames for gameplay logic — query it fresh each frame.
Signature
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category=Character)
int32 JumpCurrentCount Example
Limit air abilities based on jump count C++
bool AMyCharacter::CanUseAirDash() const
{
// Only allow air dash on the first airborne frame (before any air jump)
return JumpCurrentCount == 0 && GetCharacterMovement()->IsFalling();
} Tags
Version History
Introduced in: 4.9
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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