RealDocs

36 results for "jump"

function
ACharacter::Jump Engine

Tells the Character to jump on the next movement update by setting `bPressedJump` to true.

property
ACharacter::JumpCurrentCount Engine

Tracks how many jumps the character has performed since last landing.

property
ACharacter::JumpCurrentCountPreJump Engine

Stores the value of `JumpCurrentCount` captured at the start of `CheckJumpInput`, before that function potentially increments the counter.

property
ACharacter::JumpForceTimeRemaining Engine

Amount of jump force time remaining in seconds, when `JumpMaxHoldTime` is greater than zero.

property
ACharacter::JumpKeyHoldTime Engine

Tracks the total time in seconds that the jump key has been continuously held.

property
ACharacter::JumpMaxCount Engine

The maximum number of jumps the character can perform before needing to land.

property
ACharacter::JumpMaxHoldTime Engine

The maximum time in seconds the jump key can be held to continue receiving upward velocity.

property
UCharacterMovementComponent::JumpZVelocity Engine

The instantaneous vertical velocity applied to the character when a jump begins.

function
ACharacter::CanJump Engine

Returns true if the Character is currently allowed to jump.

function
ACharacter::CheckJumpInput Engine

Called each frame by CharacterMovementComponent to process jump input.

function
ACharacter::ClearJumpInput Engine

Called each frame after CheckJumpInput to update JumpKeyHoldTime and clear bPressedJump once the hold window expires.

function
ACharacter::GetJumpMaxHoldTime Engine

Returns the maximum duration the jump key can be held to continue receiving upward force.

function
ACharacter::GetProxyIsJumpForceApplied Engine

Returns whether the replicated `bProxyIsJumpForceApplied` flag is currently set, indicating the Character is under active jump force on simulated proxies.

function
ACharacter::IsJumpProvidingForce Engine

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.

function
UAnimInstance::Montage_JumpToSection Engine

Immediately moves the montage playback position to the start of the named section.

function
UAnimInstance::Montage_JumpToSectionsEnd Engine

Jumps the montage playback position to the end of the named section rather than its start.

function
ACharacter::NotifyJumpApex Engine

Called by CharacterMovementComponent when the character reaches the peak of a jump.

function
ACharacter::OnJumped Engine

Event fired when the character has just started a jump.

function
ACharacter::OnJumped_Implementation Engine

The C++ implementation body for the OnJumped BlueprintNativeEvent.

property
ACharacter::OnReachedJumpApex Engine

Multicast delegate broadcast when the character reaches the apex of a jump.

property
ACharacter::ProxyJumpForceStartedTime Engine

Stores the world time at which a replicated jump force event started on a simulated proxy.

function
ACharacter::ResetJumpState Engine

Marks the character as no longer attempting to jump, clearing jump-related state flags and timers.

function
ACharacter::SetProxyIsJumpForceApplied Engine

Sets the `bProxyIsJumpForceApplied` replicated flag and marks the property dirty for replication.

function
ACharacter::StopJumping Engine

Clears the jump input flag (`bPressedJump`) and resets the hold timer so the Character stops receiving jump Z-velocity on the next movement update.

class
ACharacter Engine

ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.

function
ACharacter::DisplayDebug Engine

Draws Character-specific debug information (movement state, jump state, based movement) to the HUD canvas when `showdebug` is active.

function
ACharacter::GetLifetimeReplicatedProps Engine

Registers which properties are replicated to remote machines and under what conditions.

function
UCharacterMovementComponent::IsFalling Engine

Returns true if the character is currently in the Falling movement mode, which includes both the upward and downward phases of a jump.

function
UAnimInstance::Montage_SetPosition Engine

Jumps the montage playhead to a specific time position without restarting it.

property
UAnimInstance::OnMontageSectionChanged Engine

Delegate broadcast whenever a montage moves to a new section, either by natural playback progression or via Montage_SetNextSection or Montage_JumpToSection.

function
ACharacter::OnMovementModeChanged Engine

Called by CharacterMovementComponent whenever the movement mode changes (e.

function
ACharacter::Restart Engine

Called by the Controller when the pawn is restarted after being possessed.

class
UAnimMontage Engine

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.

class
UCharacterMovementComponent Engine

The movement component used by ACharacter.

class
UInputAction EnhancedInput

A data asset representing a single logical input action (e.

function
FMath::WindRelativeAnglesDegrees Core

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.