# 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:** 1\
**Showing post:** 7

<div class="post-metadata">

**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")

</div>

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; }

---

_[View the full topic](https://forums.unrealengine.com/t/how-to-check-if-character-is-jumping/70391)._
