RealDocs

UCharacterMovementComponent::StayBasedInAirHeight

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

Description

How high above the movement base a character can rise while jumping before it's no longer considered based, when bStayBasedInAir is true.

Caveats & Gotchas

  • Only has an effect when bStayBasedInAir is enabled — the property is grayed out in the editor otherwise (editcondition = bStayBasedInAir).
  • Default is 1000 cm, which is generous; tune it down for characters with modest jump heights so they don't stay 'based' well past a reasonable jump apex.

Signature

float StayBasedInAirHeight = 1000.0f

Example

Limit how high the character can rise while still based C++
GetCharacterMovement()->bStayBasedInAir = true;
GetCharacterMovement()->StayBasedInAirHeight = 250.f;

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.