Traversal & navigation

Jump Arc & Traversal Metrics Calculator

Direct answer

A game jump follows a projectile arc: apex height is vertical velocity squared divided by twice gravity, while flight time comes from the landing height. With 6.5 m/s upward velocity, normal gravity and a same-height landing, the character rises 2.15 m and stays airborne 1.33 seconds before coyote time or margins.

m/s
m/s

Divide Unreal's Jump Z Velocity in cm/s by 100.

m/s2
m

Use zero for platforms at the same height.

ms
m
m

Result

Recommended maximum platform gap
m
Height above take-off at apex
m
Time to apex
s
Flight time to landing
s
Raw horizontal reach
m
Extra reach from coyote time
m
Equivalent Unreal Jump Z Velocity
cm/s

Method & assumptions

How this is worked out

Effective gravity is base gravity x gravity scale. Apex height is vZ² / (2g), and time to apex is vZ / g.

For a landing below take-off, flight time solves -drop = vZ x t - 0.5 x g x t². Horizontal reach is movement speed multiplied by that flight time. Coyote time adds the distance travelled after leaving the edge.

The recommended gap subtracts the take-off and landing margins from theoretical reach. It assumes constant horizontal speed, no head collision, no air braking and a full-speed take-off; validate the final metric inside the actual controller.

What each safety adjustment changes

AdjustmentEffect on gapWhy it exists
Coyote timeAdds speed x timeLets a late jump still succeed
Take-off marginSubtracts distancePlayer need not hit the final edge pixel
Landing marginSubtracts distanceCapsule has room to settle on the platform
Lower landingAdds airtimeCharacter falls farther before contact

A generous metric is appropriate for critical-path jumps. Optional challenge routes can sit closer to theoretical reach, provided failure recovery is fast.

Questions

How do I convert Unreal Jump Z Velocity?

Unreal uses centimetres per second. Divide Jump Z Velocity by 100 to enter metres per second here. The default 650 cm/s is therefore 6.5 m/s.

Does air control increase jump distance?

It can, but this calculator assumes the character already leaves the edge at the entered horizontal speed and maintains it. Controller acceleration, braking, drag and speed caps can change the real arc, so test the result in a metrics level.

Why subtract platform margins?

The theoretical range assumes a perfect last-frame take-off and a landing at the exact far edge. Real players need tolerance. Subtracting margins produces a gap that remains reliable under normal input timing and capsule contact.

Sources and assumptions

Sources define the engine settings or mathematical model. Project-specific performance and final playability still need measurement in the target build.