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ACharacter::JumpMaxCount

property Engine Blueprint Since 4.9
#include "GameFramework/Character.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWriteReplicated

Description

The maximum number of jumps the character can perform before needing to land. Set to 1 (default) for standard single-jump. Set to 2 or more to enable multi-jump (double-jump, triple-jump, etc.).

Caveats & Gotchas

  • If `JumpMaxHoldTime` is non-zero and `StopJumping()` is never called, the player can jump again immediately after the hold window expires without landing, potentially exceeding the intended jump count. Always pair multi-jump with proper `StopJumping()` bindings.
  • This property is replicated. Change it on the server to affect all clients. Changing it only on the owning client may result in desync where the client allows a jump the server rejects.
  • `JumpCurrentCount` is reset in `OnMovementModeChanged` when the character lands. If you change movement mode programmatically without landing (e.g. teleporting onto a surface), `JumpCurrentCount` may not reset correctly — call `ResetJumpState()` manually in that case.

Signature

UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category=Character)
int32 JumpMaxCount

Examples

Enable double-jump by setting Jump Max Count on the player character Blueprint
Event BeginPlay Cast To ACharacter Object Cast Failed As ACharacter Set Jump Max Count Target is Character Target Jump Max Count 2 2 Get Player Character Player Index 0 0 Return Value
Edit Blueprint graph Enable double-jump by setting Jump Max Count on the player character
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Enable double-jump in the constructor C++
AMyCharacter::AMyCharacter()
{
	JumpMaxCount = 2;  // Allow one air jump after the initial jump
}

Version History

Introduced in: 4.9

Version Status Notes
5.6 stable

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