RealDocs

ACharacter::Falling

function Engine Since 4.0
#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();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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