ACharacter JumpMaxHoldTime quickly prevents jumping on the server

I filed a bug report stating that this didn’t work in a predicted environment (gave infinite jumps) and you’ve now fixed it so thanks for that. Unfortunately the fix has a significant bug of it’s own.

After jumping several times with JumpMaxHoldTime set to anything above 0.0 (as in, it’s enabled) will quickly prevent the player from being able to jump at all on the server. Meaning the CanJump method is likely returning false on the server and true on the client when the server should also be returning true.

I tested it in a new project using a template to confirm my suspicions aren’t on my end and recorded the steps I took for you to reproduce it:

  1. Create a blueprint template for SideScroller
  2. Navigate the content browser to Content/SideScrollerBP/Blueprints and open SideScrollerCharacter
  3. Change JumpMaxHoldTime to 0.12 (or anything over 0)
  4. Next to the Play button is a down arrow, click it and press “Run Dedicated Server”
  5. Press Play
  6. Jump repeatedly as fast as you can. Server will very quickly start snapping you back to the floor.

Occurs for all players on dedicated server. Occurs for anyone other than the host on listen server. Does not occur on single player (player count set to 1 and dedicated server unchecked).

Hi,

I was able to reproduce this and I have gone ahead and submitted a bug report. If you would like to keep an eye on it, you can view it here through the link to the public tracker in which I have provided.

-Thank you

Hi Ridley, I have fixed it myself and submitted the PR https://github.com/EpicGames/UnrealEngine/pull/4136

Was a bit strange that it got backlogged so I finally got around to cloning a source build and fixing this (and other things) myself

Hi,

It looks like the Pull Request has already been submitted and assigned for review.

-Thank you for your submission