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ACharacter::OnJumped_Implementation

function Engine Since 4.8
#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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