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UCharacterMovementComponent::bStayBasedInAir

property Engine Blueprint Since unknown
#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;

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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