Does UCharacterMovementComponent::DoJump() take an argument or not?

I’ve been trying to override CharacterMovementComponent::DoJump for a bit now using a custom movement component, and I’ve been having a some trouble. See, on docs it takes an argument (bReplayingMoves), but when I tried to override a function by that exact declaration, I was getting a error saying that no such function existed and therefore couldn’t be overridden. So I went into the source code, and the CharacterMovementComponent::DoJump in my source didn’t take any input arguments.

I eventually got it working, but I just want to be sure that I haven’t accidentally broken everything, or if there is just a minor discrepancy between the source and the documentation

Not entirely sure, but with a search I found that there were two different DoJump functions, one for the ACharacter and one for UCharacterMovementComponent.

The source code does suggest using the character one which is defined as:

virtual bool DoJump(bool bReplayingMoves);

and the component one is defined as:

/** Perform jump. Note that you should usually trigger a jump through Character::Jump() instead. */
virtual bool DoJump();

Yeah, but the source code only suggests using the ACharacter one whenever you want to make the character jump rather than calling the movement component’s DoJump, but I wanted to overwrite how jumping worked, so I needed to change the UCharacterMovementComponent’s DoJump, which according to the documentation, also takes an input argument, but doesn’t according to the source code.

Functionally, I have exactly what I want, I’m just a bit confused on the discrepancy. I’m still new to the engine, so I just wanted to make sure I wasn’t misunderstanding something fundamental.