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ACharacter::ProxyJumpForceStartedTime

property Engine Blueprint Since 4.20
#include "GameFramework/Character.h"
Access: public Specifiers: UPROPERTYTransientBlueprintReadOnlyVisibleInstanceOnly

Description

Stores the world time at which a replicated jump force event started on a simulated proxy. Used together with `bProxyIsJumpForceApplied` and `JumpMaxHoldTime` to synthesize jump force state on proxies without replicating the full `JumpForceTimeRemaining` value.

Caveats & Gotchas

  • This property is only used on simulated proxies. On the server and autonomous proxy, jump force state is tracked via `JumpKeyHoldTime` and `JumpForceTimeRemaining` instead.
  • The proxy infers remaining force time at runtime as `JumpMaxHoldTime - (GetWorld()->GetTimeSeconds() - ProxyJumpForceStartedTime)`. Direct reads of this field give the raw start timestamp, not a remaining duration.
  • Set via the `bProxyIsJumpForceApplied` replication notify. Modifying it directly will not replicate and will be overwritten when the next jump event is received from the server.

Signature

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

Example

Manually compute remaining proxy jump force C++
float AMyCharacter::GetProxyJumpForceRemaining() const
{
	if (!bProxyIsJumpForceApplied || JumpMaxHoldTime <= 0.f)
	{
		return 0.f;
	}
	const float Elapsed = GetWorld()->GetTimeSeconds() - ProxyJumpForceStartedTime;
	return FMath::Max(0.f, JumpMaxHoldTime - Elapsed);
}

Version History

Introduced in: 4.20

Version Status Notes
5.6 stable

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