ACharacter::OnReachedJumpApex
#include "GameFramework/Character.h"
Access: public
Specifiers: UPROPERTYBlueprintAssignable
Description
Multicast delegate broadcast when the character reaches the apex of a jump. Bind to this to react to the peak of a jump from any system without subclassing.
Caveats & Gotchas
- • This delegate only fires if CharacterMovementComponent::bNotifyApex is set to true before the jump. The flag is cleared after the first broadcast, so it must be re-enabled each jump if ongoing apex detection is needed.
- • Bindings added in Blueprint via the AssignOnReachedJumpApex node are cleared if the character is destroyed and recreated (e.g. after respawn), so rebind in BeginPlay rather than in the level Blueprint.
Signature
FCharacterReachedApexSignature OnReachedJumpApex; Example
Bind a C++ function to the apex delegate C++
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
OnReachedJumpApex.AddDynamic(this, &AMyCharacter::HandleJumpApex);
}
void AMyCharacter::HandleJumpApex()
{
// e.g. spawn a mid-air burst particle
SpawnApexParticle(GetActorLocation());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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