Problem
Under laggy networking conditions, if the user rapidly presses the jump button the character can at some point stop responding to jump input.
Initial Thoughts
It looks like there's a logic problem for maintenance of the JumpCurrentCount, where it permanently becomes 1 on the client. Once this happens, the client will no longer jump.
Dev notes: I would suspect there's a timing issue during corrections between UpdateFromCompressedFlags and OnMovementModeChanged.
UpdateFromCompressedFlags restores the state of "bJumpPressed", and OnMovementModeChanged is supposed to Reset the jump-related state of the Character. But it does not if bJumpPressed is on.
This can be done in Lyra:
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-202206 in the post.
21 |
Component | UE - Gameplay - Player Movement |
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Affects Versions | 5.4, 5.3, 5.5 |
Target Fix | 5.6 |
Created | Dec 8, 2023 |
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Updated | Feb 10, 2025 |