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29 results for "jump" in function

function
ACharacter::Jump Engine

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

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.

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.

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.

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.

function
UAnimInstance::Montage_SetPosition Engine

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

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.

function
UCharacterMovementComponent — UE_DEPRECATED_FORGAME annotations Engine deprecated

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

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.