ACharacter::JumpForceTimeRemaining
#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);
}
} Tags
Version History
Introduced in: 4.8
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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