ACharacter::SetProxyIsJumpForceApplied
#include "GameFramework/Character.h"
Access: public
Description
Sets the `bProxyIsJumpForceApplied` replicated flag and marks the property dirty for replication. Called internally by CharacterMovementComponent to inform simulated proxies when jump force starts or stops.
Caveats & Gotchas
- • Intended for use by CharacterMovementComponent only — setting this flag manually from game code will not apply any actual movement force; it only affects the replicated state read by GetProxyIsJumpForceApplied().
- • Because it marks the property dirty, calling this every frame on the server will cause unnecessary replication traffic; only call when the state actually changes.
Signature
ENGINE_API void SetProxyIsJumpForceApplied(const bool bInProxyIsJumpForceApplied); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bInProxyIsJumpForceApplied | const bool | New value for the proxy jump force flag. | — |
Return Type
void Example
Called internally by CharacterMovementComponent (illustrative) C++
// Inside UCharacterMovementComponent when jump force begins:
if (CharacterOwner)
{
CharacterOwner->SetProxyIsJumpForceApplied(true);
} Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?