17 results for "jump" in property
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.
Maximum number of attempts, per simulation tick, to precisely resolve the jump apex when falling movement reaches the top of its arc.
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.
Maximum height, in centimetres, of a ledge or step the character can walk up automatically without jumping.
Delegate broadcast whenever a montage moves to a new section, either by natural playback progression or via Montage_SetNextSection or Montage_JumpToSection.
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.
When true, keeps the character considered based on the object it was standing on while jumping, instead of immediately becoming unbased.