BP_JumpingComponent
This page describes the Jumping Component that ships with Motion. The Jumping Component provides a custom jumping component and replaces the default Jump functionality. It features a camera bounce when jumping & landing and a stamina system providing dynamic jump force.
Methods
Manipulators
Name | Description |
---|---|
AbortBounce | Resets bounce state and saves the current target rotation |
HandleImpactBounce | Sets the bounce target and enables bounce state. |
MoveCameraToTargetRotation | Adds the target offset to the core component |
ResetStamina | Resets stamina values. |
SetPlayerJumpEnabled | Sets the ability to jump in the characters movement component. |
UpdateDeltaSeconds | Updates progress on either the jumping camera curve or the bounce camera curve, depending on the player's state |
UpdateFallingVelocity | Updates last known falling velocity if we fall. Used to prevent camera bounce from little drops. |
UpdateStamina | Updates Stamina and determines if the player is capable of jumping (has enough stamina) |
UpdateTargetRotation | Handles Rotation updates given the current player state |
ValidateRotationTarget | Checks if we are close to the end of the bounce and stops it if so. |
Event Handler
Name | Description |
---|---|
HandleOnEventBeginPlay | Called when "Event Begin Play" gets called. Sets up events and saves base values. |
HandleOnEventTick | Core logic handlers. Handles rotation and stamina updates. |
HandleOnJumpJumped | Called when after a jump was executed. Useful for post-jump logic. |
HandleOnJumpPressed | Called when the player presses the Jump key. Adjusts the JumpZ Velocity based on the available stamina |
HandleOnJumpReleased | Called when the player releases the jump key. Currently unused. |
HandleOnJumpStopped | Called after \"Jump Stopped\" has executed. Currenly unused. |
HandleOnMovementModeChanged | Called when the movement mode changes (e.g. from falling to walking) |
HandleOnPlayerLanded | Called when the player has landed on the floor. Resets stamina and jump states. |
Debug
Name | Description |
---|---|
PrintDebugInformation | Prints useful information on the screen. Helpful for debugging. |
Variables
Configuration
Name | Description |
---|---|
CameraBounceCurve | The curve used for the jumping bounce. |
bShowDebugInformation | If true, various useful variables will be printed on the screen to help with debugging |
bIsEnabled | If false, the component will only print debug data and not update any other values. |
Constants
Name | Description |
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CurveType | Type Identifier for the curves created by this component. |
States
Name | Description |
---|---|
bIsFalling | If true, the current movement mode of the player is Falling. |
bIsRecovering | If true, the players jump stamina is currently recovering. |
bIsBounceReversed | If true, the characters camera is currenly bouncing back up from a previous bounce down from landing on a floor. |
bIsBouncing | If true, the characters camera is currently bouncing down from landing on a floor. |
bIsJumping | If true, the player is currently jumping. |
bWantsToJump | If true, the player has signalized that they want to jump (usually by pressing the jump key) |
Component Data
Name | Description |
---|---|
BounceTargetRotation | The current target rotation for the camera bounce for when the player lands on a floor. |
CurrentTargetRotation | The current rotation the component rotates towards to. |
StaminaStartRotation | Saved rotation from when the player starts jumping while low on stamina. Used to for smoother camera movement between bounce, sprint and low-stamina jumps. |
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