ACharacter::JumpCurrentCountPreJump
#include "GameFramework/Character.h"
Access: public
Specifiers: UPROPERTYVisibleInstanceOnlyBlueprintReadOnly
Description
Stores the value of `JumpCurrentCount` captured at the start of `CheckJumpInput`, before that function potentially increments the counter. Used by `SetMoveFor` and `PrepMoveFor` in the network move system to correctly reconstruct jump state during client-side move replay.
Caveats & Gotchas
- • This property exists solely to support the network prediction system. In `CheckJumpInput`, `JumpCurrentCount` is modified, but `SetMoveFor` and `PrepMoveFor` need the pre-modification count to save and restore moves correctly. Do not use this value for gameplay logic — read `JumpCurrentCount` instead.
- • If you override `CheckJumpInput` and do not call `Super::`, you must manually set `JumpCurrentCountPreJump = JumpCurrentCount` at the very beginning of your override, before any modifications to `JumpCurrentCount`.
- • Not replicated. Like `JumpCurrentCount`, this is a locally-maintained prediction variable and is meaningless on simulated proxies.
Signature
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = Character)
int32 JumpCurrentCountPreJump Example
Correctly capture pre-jump count in a CheckJumpInput override C++
void AMyCharacter::CheckJumpInput(float DeltaTime)
{
// Capture count BEFORE Super modifies JumpCurrentCount
JumpCurrentCountPreJump = JumpCurrentCount;
Super::CheckJumpInput(DeltaTime);
// Custom post-jump logic here, using JumpCurrentCount for the new value
} Tags
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?