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ACharacter::JumpCurrentCount

property Engine Blueprint Since 4.9
#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();
}

Version History

Introduced in: 4.9

Version Status Notes
5.6 stable

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