RealDocs

17 results for "jump" in property

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.

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.

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.

property
UCharacterMovementComponent::MaxStepHeight Engine

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

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.

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.

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.