why is the jump not replicated by default? Or is it?

Hi @xenofsnstudios

It may be a valid explanation. But I don’t understand it.

Crouch has a boolean to specify whether you want it to replicate its state.

bool bClientSimulation = false;

So you can (and you must) specify when the jump starts and ends… regardless of how complex it is and what are you doing in between.

Character->Jump();			    // -->Start: (bool IsJumping=true)

// in the meadle of the jump do whatever you want

Character->StopJumping();      // -->End: (bool IsJumping=false)

I really wanted to use the engine provided property for the jump and thus not replicate two variables for the same thing (as with crouching).

But hey… it’s not the end of the world either. I will use my own replicated variable.

Thank you very much for your reply :heart: