ACharacter::Falling
#include "GameFramework/Character.h"
Access: public
Specifiers: virtual
Description
Called by CharacterMovementComponent when the character's movement mode transitions to Falling. The base implementation is empty — override to react to the character leaving the ground.
Caveats & Gotchas
- • This is called for any transition into Falling, including after LaunchCharacter() and walking off a ledge, not only from a deliberate jump. Check bPressedJump or the movement history if you need to distinguish the cause.
- • Unlike OnMovementModeChanged, this function has no prior-mode parameter and no Blueprint exposure. If you need Blueprint-accessible falling detection, use K2_OnMovementModeChanged or bind to MovementModeChangedDelegate instead.
Signature
virtual void Falling() {} Return Type
void Example
Record the position where the character started falling C++
void AMyCharacter::Falling()
{
Super::Falling();
FallStartLocation = GetActorLocation();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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