Unreal Engine 5 · Blueprint → C++
Jump and Stop Jumping in Unreal Engine 5 C++UE Docs
The Jump and Stop Jumping Blueprint nodes map to ACharacter::Jump() and ACharacter::StopJumping() in Unreal Engine 5 C++, which begin and release a variable-height jump.
Blueprint node & C++ equivalent
Jump(); // ACharacter
StopJumping();What do the Jump and Stop Jumping nodes do?
Jump signals the character to leave the ground using the jump settings on its UCharacterMovementComponent, such as JumpZVelocity and JumpMaxHoldTime. Stop Jumping releases the hold so a held jump can reach less than maximum height. Together they implement the common pattern where holding the button jumps higher than tapping it.
The C++ equivalent
Both functions are members of ACharacter. Call Jump() when the jump input is pressed and StopJumping() when it is released. They are virtual, so subclasses can override them, and the actual launch is driven by the character movement component's jump logic.
Bind Jump() to the Pressed event of your jump input and StopJumping() to the Released event to preserve variable jump height.
When to use it
Use these functions on any ACharacter or subclass that should jump. If you only call Jump() without StopJumping(), the jump still works but the character always reaches the full hold-time height, which removes the tap-versus-hold feel.
Frequently asked questions
How do you make a character jump in UE5 C++?+
Call Jump() on the ACharacter. It uses the character movement component's jump settings such as JumpZVelocity to launch upward.
What does StopJumping do in Unreal?+
StopJumping() releases the held jump so a short press produces a lower jump than a long hold, enabling variable jump height.