Compute the max jump height based on the JumpZVelocity velocity and gravity. This does take into account the CharacterOwner's MaxJumpHoldTime.
Target is Character Movement Component
0.0
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Target
Character Movement Component Object Reference
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Return Value
Float
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Compute the max jump height based on the JumpZVelocity velocity and gravity. This does take into account the CharacterOwner's MaxJumpHoldTime. |