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UCharacterMovementComponent::MaxJumpApexAttemptsPerSimulation

property Engine Blueprint Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWriteAdvancedDisplay

Description

Maximum number of attempts, per simulation tick, to precisely resolve the jump apex when falling movement reaches the top of its arc.

Caveats & Gotchas

  • Clamped between 1 and 4 in the editor; this is a narrow internal safety valve, not a general-purpose tuning knob.
  • Exists to prevent deep recursion when collisions or other special cases repeatedly re-trigger the apex condition within a single tick — most projects never need to change it.

Signature

int32 MaxJumpApexAttemptsPerSimulation

Example

Rarely changed from default C++
GetCharacterMovement()->MaxJumpApexAttemptsPerSimulation = 2;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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