ACharacter::Landed
#include "GameFramework/Character.h"
Access: public
Specifiers: virtual
Description
Called by CharacterMovementComponent when the character lands after being airborne. Override this to react to landing in C++; it also fires the OnLanded Blueprint event and the LandedDelegate multicast.
Caveats & Gotchas
- • The movement mode is still EMovementMode::MOVE_Falling when this is called — if you need to react after the mode switches to Walking, use OnMovementModeChanged() instead.
- • Current Velocity at the time of the call reflects the falling velocity at impact, not the post-landing velocity. Cache it here if you need it for fall-damage calculations.
- • Always call Super::Landed(Hit) in overrides; skipping it prevents OnLanded Blueprint event and LandedDelegate from broadcasting.
Signature
virtual void Landed(const FHitResult& Hit) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Hit | const FHitResult& | Hit result describing the surface the character landed on. | — |
Return Type
void Example
Applying fall damage based on landing speed C++
void AMyCharacter::Landed(const FHitResult& Hit)
{
Super::Landed(Hit);
float FallSpeed = FMath::Abs(GetVelocity().Z);
if (FallSpeed > FatalFallSpeed)
{
TakeDamage(FallSpeed * FallDamageMultiplier, FDamageEvent(), nullptr, nullptr);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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