UCharacterMovementComponent::bStayBasedInAir
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
When true, keeps the character considered based on the object it was standing on while jumping, instead of immediately becoming unbased.
Caveats & Gotchas
- • Works together with StayBasedInAirHeight, which sets how high above the base the character can rise before it's finally considered unbased.
- • Intended for jump-and-land-back-on-a-moving-platform scenarios; it does not disable gravity or falling physics while airborne.
Signature
bool bStayBasedInAir = false Example
Stay based while jumping on a moving platform C++
GetCharacterMovement()->bStayBasedInAir = true;
GetCharacterMovement()->StayBasedInAirHeight = 300.f; Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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