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ACharacter::JumpForceTimeRemaining

property Engine Blueprint Since 4.8
#include "GameFramework/Character.h"
Access: public Specifiers: UPROPERTYTransientBlueprintReadOnlyVisibleInstanceOnly

Description

Amount of jump force time remaining in seconds, when `JumpMaxHoldTime` is greater than zero. Decrements each frame while jump force is being applied and reaches zero when the jump force window closes.

Caveats & Gotchas

  • This value is only meaningful when `JumpMaxHoldTime > 0`. When `JumpMaxHoldTime` is 0 (the default instant-jump), this property stays at 0 and carries no information.
  • This is a `Transient` value reset per-jump. Reading it between jumps or outside of an active jump force phase will return 0. Use `IsJumpProvidingForce()` to check whether any force is currently being applied.
  • Not replicated directly — simulated proxies use `bProxyIsJumpForceApplied` and `ProxyJumpForceStartedTime` instead. Do not rely on this value being accurate on simulated proxies.

Signature

UPROPERTY(Transient, BlueprintReadOnly, VisibleInstanceOnly, Category=Character)
float JumpForceTimeRemaining

Example

Scale jump boost particle effect by remaining force time C++
void AMyCharacter::TickJumpEffect(float DeltaTime)
{
	if (JumpMaxHoldTime > 0.f && JumpForceTimeRemaining > 0.f)
	{
		float NormalizedRemaining = JumpForceTimeRemaining / JumpMaxHoldTime;
		JumpBoostParticle->SetFloatParameter(TEXT("Intensity"), NormalizedRemaining);
	}
}

Version History

Introduced in: 4.8

Version Status Notes
5.6 stable

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