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ACharacter::LandedDelegate

property Engine Blueprint Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: UPROPERTYBlueprintAssignable

Description

Multicast delegate broadcast when the character lands after being in the Falling movement mode. The delegate payload includes the FHitResult describing the surface that was hit.

Caveats & Gotchas

  • At the moment this delegate fires, the movement mode is still Falling — it has not yet transitioned to Walking. If you need to act after the mode switches, bind to MovementModeChangedDelegate instead.
  • The delegate fires on both server and owning client in a networked game, but not on simulated proxies. Landing visual/audio effects for other players must be handled through replication or a multicast RPC.

Signature

FLandedSignature LandedDelegate;

Examples

Bind a custom event to LandedDelegate to react when the character lands Blueprint
Event BeginPlay Bind Event to Landed Delegate Target is Character Target Event On Char Landed Hit Event Print String In String Character landed! Character landed!
Edit Blueprint graph Bind a custom event to LandedDelegate to react when the character lands
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Apply fall damage on landing C++
void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
    LandedDelegate.AddDynamic(this, &AMyCharacter::OnLanded);
}

void AMyCharacter::OnLanded(const FHitResult& Hit)
{
    float FallSpeed = FMath::Abs(GetVelocity().Z);
    if (FallSpeed > FallDamageThreshold)
    {
        float Damage = (FallSpeed - FallDamageThreshold) * FallDamageScale;
        TakeDamage(Damage, FDamageEvent(), nullptr, nullptr);
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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