# How to check if character is jumping?

**URL:** <https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [August 1, 2016, 12:18pm UTC](https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391 "2016-08-01T12:18:13Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![anonymous\_user\_b87c07691](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b87c07691](https://forums.unrealengine.com/u/anonymous_user_b87c07691)\
**Post date:** [August 1, 2016, 12:18pm UTC](https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391/1 "2016-08-01T12:18:13Z")

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How can I check if Character is jumping? I want to drain stamina and not allow to sprint while player is jumping. ACharacter::IsJumping and ACharacter::bPressedJump doesnt display true when Im jumping.

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**Author:** ![Azarus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Azarus](https://forums.unrealengine.com/u/Azarus)\
**Post date:** [August 1, 2016, 1:34pm UTC](https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391/2 "2016-08-01T13:34:33Z")

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It’s been renamed to IsJumpProvidingForce(), if that doesn’t work you can check for IsFalling.

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**Author:** ![anonymous\_user\_b87c07691](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b87c07691](https://forums.unrealengine.com/u/anonymous_user_b87c07691)\
**Post date:** [August 1, 2016, 5:02pm UTC](https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391/3 "2016-08-01T17:02:44Z")

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IsJumpProvidingForce() doesnt work, and how do I access IsFalling?

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**Author:** ![hard\_code](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@hard\_code](https://forums.unrealengine.com/u/hard_code)\
**Post date:** [August 1, 2016, 6:17pm UTC](https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391/4 "2016-08-01T18:17:53Z")

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IsFailling() is on the character movement component

> **[UCharacterMovementComponent::IsFalling](https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/GameFramework/UCharacterMovementComponent/IsFalling/)**
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> Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground)

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**Author:** ![anonymous\_user\_b1499ca2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b1499ca2](https://forums.unrealengine.com/u/anonymous_user_b1499ca2)\
**Post date:** [January 28, 2020, 3:43pm UTC](https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391/5 "2020-01-28T15:43:06Z")

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Good day!

You can use either IsFalling() function from the Character Movement Component or \*bool \*\*\*WasFalling \*\*just from Character Object

Image:  
[SPOILER]

 ![BP_movement_jump.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/6/962be211925c317545c8105ed3d978a1f3e1ba4c.png)  
[/SPOILER]

Or BP on the website: [Movement and Jumping posted by UtmostCreator | blueprintUE | PasteBin For Unreal Engine](https://blueprintue.com/blueprint/am5nj8ag/)

I have done some testing and found out that **IsFalling() is working better**(in my case if I jump on sth, and then jump again I WasFalling returns \*\*false \*\*\*while \*IsFalling() return **true** , which is correct because I am falling after 2nd jump)

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**Author:** ![GrantWilk](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/grantwilk/32/559424_2.png) [@GrantWilk](https://forums.unrealengine.com/u/GrantWilk)\
**Post date:** [November 3, 2025, 2:54am UTC](https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391/7 "2025-11-03T02:54:46Z")

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Linking my response from another thread that uses ACharacter’s `bWasJumping` flag to distinguish jumps from other falling sub-states.

> [@How to check if player is jumping?](https://forums.unrealengine.com/t/how-to-check-if-player-is-jumping/341986/6):
>
> I found that the ACharacterhas a field bWasJumping that gets set for a frame AFTER the jump starts, and can successfully be used to trigger jumping animations or otherwise distinguish jumps from other falling sub-states. // Assuming `ACharacter* Character` is defined somewhere... bool UMyClass::IsJumping() const { if (Character != nullptr) { return Character-\>bWasJumping; } return false; }
