bool ASideScrollerCharacter::CanJumpInternal_Implementation() const
{
	const bool bCanHoldToJumpHigher = (GetJumpMaxHoldTime() > 0.0f) && IsJumpProvidingForce();
	//return true;
	
	const bool canJump = !bIsCrouched && CharacterMovement && (CharacterMovement->IsMovingOnGround() || bCanHoldToJumpHigher || bIsClimbing) && CharacterMovement->IsJumpAllowed() && !CharacterMovement->bWantsToCrouch;
	UE_LOG(LogTemp, Warning, TEXT("CanJump: %s"), canJump?TEXT("TRUE"):TEXT("FALSE"));
	return canJump;
}
Ejemplo n.º 2
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bool ACharacter::CanJumpInternal_Implementation() const
{
    const bool bCanHoldToJumpHigher = (GetJumpMaxHoldTime() > 0.0f) && IsJumpProvidingForce();

    return !bIsCrouched && CharacterMovement && (CharacterMovement->IsMovingOnGround() || bCanHoldToJumpHigher) && CharacterMovement->IsJumpAllowed() && !CharacterMovement->bWantsToCrouch;
}
Ejemplo n.º 3
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//Custom override that removes the "crouched" checks.
bool ANimModCharacter::CanJumpInternal_Implementation() const
{
	const bool bCanHoldToJumpHigher = (GetJumpMaxHoldTime() > 0.0f) && IsJumpProvidingForce();
	return CharacterMovement && (CharacterMovement->IsMovingOnGround() || bCanHoldToJumpHigher) && CharacterMovement->IsJumpAllowed();
}