10 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.
The instantaneous vertical velocity applied to the character when a jump begins.
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.
Delegate broadcast whenever a montage moves to a new section, either by natural playback progression or via Montage_SetNextSection or Montage_JumpToSection.