RealDocs

ACharacter::JumpKeyHoldTime

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

Description

Tracks the total time in seconds that the jump key has been continuously held. Used by the engine to determine how much additional vertical force to apply when `JumpMaxHoldTime` is non-zero.

Caveats & Gotchas

  • This is a `Transient` runtime value, not a design-time setting. Do not try to set it directly to control jump behavior — modify `JumpMaxHoldTime` instead. Writing to this property will be overwritten on the next `CheckJumpInput` call.
  • The value only increments while `bPressedJump` is true and the character is in the `Falling` movement mode providing jump force. It resets to 0 when `StopJumping()` is called or when `JumpKeyHoldTime >= JumpMaxHoldTime`.
  • Reading this value on a simulated proxy is unreliable — it is not replicated. Use `bProxyIsJumpForceApplied` or the `JumpForceTimeRemaining` property for simulated proxy jump state.

Signature

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

Example

Display jump hold progress in a debug HUD C++
void AMyHUD::DrawJumpDebug(ACharacter* Character)
{
	if (Character && Character->JumpMaxHoldTime > 0.f)
	{
		float Progress = Character->JumpKeyHoldTime / Character->JumpMaxHoldTime;
		DrawRect(FLinearColor::Green, 50, 50, 200 * Progress, 20);
	}
}

Version History

Introduced in: 4.8

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.