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ACharacter::SetProxyIsJumpForceApplied

function Engine Since 4.20
#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

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