ACharacter::OnJumped_Implementation
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualENGINE_API
Description
The C++ implementation body for the OnJumped BlueprintNativeEvent. Override this in C++ subclasses to react to a jump starting without breaking the Blueprint override chain.
Caveats & Gotchas
- • Always call Super::OnJumped_Implementation() unless you intentionally want to suppress the base behavior. The engine-default implementation is empty, but Blueprint subclasses expecting the event to propagate will miss it if Super is not called.
- • Do not call or override OnJumped() directly in C++; it is the UFUNCTION dispatcher generated by the BlueprintNativeEvent macro. Overriding the _Implementation suffix is the correct C++ extension point.
Signature
ENGINE_API virtual void OnJumped_Implementation(); Return Type
void Example
C++ override to track jump count C++
void AMyCharacter::OnJumped_Implementation()
{
Super::OnJumped_Implementation();
TotalJumpCount++;
UE_LOG(LogTemp, Verbose, TEXT("Jump #%d"), TotalJumpCount);
} Version History
Introduced in: 4.8
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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