UCharacterMovementComponent::MaxJumpApexAttemptsPerSimulation
#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; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?