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ACharacter::StopJumping

function Engine Blueprint Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: virtualUFUNCTIONBlueprintCallable

Description

Clears the jump input flag (`bPressedJump`) and resets the hold timer so the Character stops receiving jump Z-velocity on the next movement update. Bind this to a button-release event when using hold-to-jump.

Caveats & Gotchas

  • If JumpMaxHoldTime is zero (the default), the jump velocity is applied as a single impulse and StopJumping() has no ongoing effect — you only need it when using hold-to-jump mechanics.
  • StopJumping does not immediately remove upward velocity; it stops future upward force from being added. Gravity will naturally reduce the velocity over subsequent ticks.

Signature

ENGINE_API virtual void StopJumping();

Return Type

void

Examples

Cancel jump hold on input release Blueprint
InputAction Jump Pressed Released Stop Jumping Target is Character Target
Edit Blueprint graph Cancel jump hold on input release
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Bind StopJumping to button release C++
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);
    PlayerInputComponent->BindAction("Jump", IE_Pressed,  this, &ACharacter::Jump);
    PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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