50 results for "jump"
Tells the Character to jump on the next movement update by setting `bPressedJump` to true.
Tracks how many jumps the character has performed since last landing.
Stores the value of `JumpCurrentCount` captured at the start of `CheckJumpInput`, before that function potentially increments the counter.
Amount of jump force time remaining in seconds, when `JumpMaxHoldTime` is greater than zero.
Tracks the total time in seconds that the jump key has been continuously held.
The maximum number of jumps the character can perform before needing to land.
The maximum time in seconds the jump key can be held to continue receiving upward velocity.
Fraction of JumpZVelocity applied when the character is automatically pushed off a base actor it isn't allowed to stand on.
Control pitch angle, in degrees, at or above which the character automatically jumps when exiting water.
The instantaneous vertical velocity applied to the character when a jump begins.
Returns true if the Character is currently allowed to jump.
Called each frame by CharacterMovementComponent to process jump input.
Called each frame after CheckJumpInput to update JumpKeyHoldTime and clear bPressedJump once the hold window expires.
Returns the maximum duration the jump key can be held to continue receiving upward force.
Computes the maximum height a jump can reach, based on JumpZVelocity and gravity.
Computes the maximum jump height including the extra height gained from holding the jump button for CharacterOwner->JumpMaxHoldTime.
Returns whether the replicated `bProxyIsJumpForceApplied` flag is currently set, indicating the Character is under active jump force on simulated proxies.
Returns true while the jump key is held and the hold time has not yet exceeded JumpMaxHoldTime, meaning the jump is still actively applying upward force.
Maximum number of attempts, per simulation tick, to precisely resolve the jump apex when falling movement reaches the top of its arc.
Immediately moves the montage playback position to the start of the named section.
Jumps the montage playback position to the end of the named section rather than its start.
Called by CharacterMovementComponent when the character reaches the peak of a jump.
Event fired when the character has just started a jump.
The C++ implementation body for the OnJumped BlueprintNativeEvent.
Multicast delegate broadcast when the character reaches the apex of a jump.
Stores the world time at which a replicated jump force event started on a simulated proxy.
Marks the character as no longer attempting to jump, clearing jump-related state flags and timers.
Sets the `bProxyIsJumpForceApplied` replicated flag and marks the property dirty for replication.
Clears the jump input flag (`bPressedJump`) and resets the hold timer so the Character stops receiving jump Z-velocity on the next movement update.
ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.
Draws Character-specific debug information (movement state, jump state, based movement) to the HUD canvas when `showdebug` is active.
Like WeightedMovingAverage_Float, but the blend weight scales with how far CurrentSample is from PreviousSample, so small noise is smoothed heavily while large jumps are tracked more responsively (or vice versa, depending on how Min/MaxWeight are set).
If the character has a movement base, returns the velocity that should be imparted from that base, such as when jumping off a moving platform.
Registers which properties are replicated to remote machines and under what conditions.
Returns true if the character is currently in the Falling movement mode, which includes both the upward and downward phases of a jump.
Maximum height, in centimetres, of a ledge or step the character can walk up automatically without jumping.
Jumps the montage playhead to a specific time position without restarting it.
Delegate broadcast whenever a montage moves to a new section, either by natural playback progression or via Montage_SetNextSection or Montage_JumpToSection.
Called by CharacterMovementComponent whenever the movement mode changes (e.
Called by the engine whenever the character's UpdatedComponent enters a new physics volume.
Called by the Controller when the pawn is restarted after being possessed.
How high above the movement base a character can rise while jumping before it's no longer considered based, when bStayBasedInAir is true.
Speed at which individual sample weights are allowed to change per second, letting the blend space jump directly between extremes instead of smoothly passing through intermediate positions.
An animation asset that sequences animation segments into named sections, supports blend in/out, and can be played, stopped, and jumped between sections at runtime via UAnimInstance.
The movement component used by ACharacter.
A compiler-warning macro applied to deprecated members of UCharacterMovementComponent.
A data asset representing a single logical input action (e.
Advances a character's position toward a target velocity using a velocity spring that tracks an intermediate velocity moving at a capped maximum acceleration.
Adjusts InOutAngle1 so that the difference between it and InAngle0 is at most 180 degrees, preventing large jumps when interpolating rotation components converted from quaternions.
When true, keeps the character considered based on the object it was standing on while jumping, instead of immediately becoming unbased.