I have to agree with @nightm4re here: I don't think that jumping can be considered the same for every game. There are a lot of open questions regarding conditions, jumping pattern (e.g. curve), input handling, canceling the jump upon certain events etc.
I don't think that there is a good enough default for all of these to provide a single way of how jumps should work in the engine.
Nevertheless, I'd recommend you to have a look at the Jump Ability of Gurk Nukem.
This is an implementation that uses the Ability Framework to apply a
GravityForce for a certain amount of time.