There's a bit of broken (or missing) logic in ACharacter that doesn't account for users having released the jump button. This is a well known issue, and there's even video's describing how users can overcome it:
[Link Removed]
Despite this, it seems better to have this work as expected by default.
Expectation: After the character has jumped the first time, nothing happens.
Actual: The character can repeatedly jump (forever).
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How does TArray loop correctly remove elements in blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Player Movement |
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Affects Versions | 4.11, 4.12, 4.13 |
Target Fix | 4.13 |
Fix Commit | 3049992 |
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Main Commit | 3058682 |
Created | Jun 3, 2016 |
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Resolved | Jul 14, 2016 |
Updated | Apr 27, 2018 |