How can I make the NotifyJumpApex bool accessible via Blueprints?

Hello, I’m trying to make an event based on if the character has finished jumping and is now falling. Unfortunately the Is Falling node returns true when the character is in air at all times whether he is moving up or down in Z space. I tried every way I could think with blueprints to differentiate the character jumping and falling without success. I see in the Unreal Documentation there is a bool called NotifyJumpApex() which seems to describe the very thing I need, but this variable is non accessible through blueprints, and I am completely lost when it comes to C++.

Is there anyway I can either make the NotifyJumpApex bool accessible via blueprints, or is there another way I can determine whether my character is in a Jump or Fall?

Thanks~

Could you check the velocity of the character and see if the Z component is positive or negative? If it’s negative the character is falling.

Wow that worked perfectly! Not sure how I missed that lol. Thanks for the help!!!

if it’s not too much trouble, could you post an image of that blueprint. I am trying the exact same thing, but I think my logic is a bit wonky in the setup.

Saw in another Question Thread the following picture

  • Basically had to grab the CharacterMovement reference and then Set “Notify Apex” to true.
  • Also had to then Bind an event to “OnReachedJumpApex”

Had a print string fire when the event was triggered. Noticed it kept firing every tick after I started falling from a jump apex. I kinda expected it only to fire once, but I guess you’d just have to add a DoOnce node into your blueprint.