RealDocs

50 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::JumpOffJumpZFactor Engine

Fraction of JumpZVelocity applied when the character is automatically pushed off a base actor it isn't allowed to stand on.

property
UCharacterMovementComponent::JumpOutOfWaterPitch Engine

Control pitch angle, in degrees, at or above which the character automatically jumps when exiting water.

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
UCharacterMovementComponent::GetMaxJumpHeight Engine

Computes the maximum height a jump can reach, based on JumpZVelocity and gravity.

function
UCharacterMovementComponent::GetMaxJumpHeightWithJumpTime Engine

Computes the maximum jump height including the extra height gained from holding the jump button for CharacterOwner->JumpMaxHoldTime.

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.

property
UCharacterMovementComponent::MaxJumpApexAttemptsPerSimulation Engine

Maximum number of attempts, per simulation tick, to precisely resolve the jump apex when falling movement reaches the top of its arc.

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
UKismetMathLibrary::DynamicWeightedMovingAverage_Float Engine

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).

function
UCharacterMovementComponent::GetImpartedMovementBaseVelocity Engine

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.

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.

property
UCharacterMovementComponent::MaxStepHeight Engine

Maximum height, in centimetres, of a ledge or step the character can walk up automatically without jumping.

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
UCharacterMovementComponent::PhysicsVolumeChanged Engine

Called by the engine whenever the character's UpdatedComponent enters a new physics volume.

function
ACharacter::Restart Engine

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

property
UCharacterMovementComponent::StayBasedInAirHeight Engine

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

property
UBlendSpace::TargetWeightInterpolationSpeedPerSec Engine

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.

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.

function
UCharacterMovementComponent — UE_DEPRECATED_FORGAME annotations Engine deprecated

A compiler-warning macro applied to deprecated members of UCharacterMovementComponent.

class
UInputAction EnhancedInput

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

function
UBlueprintSpringMathLibrary::VelocitySpringCharacterUpdate Engine

Advances a character's position toward a target velocity using a velocity spring that tracks an intermediate velocity moving at a capped maximum acceleration.

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.

property
UCharacterMovementComponent::bStayBasedInAir Engine

When true, keeps the character considered based on the object it was standing on while jumping, instead of immediately becoming unbased.