ACharacter::OnLanded
#include "GameFramework/Character.h"
Access: public
Specifiers: UFUNCTIONBlueprintImplementableEvent
Description
Blueprint-implementable event fired automatically by Landed() when the character touches down. Implement this in Blueprint to respond to landing without subclassing in C++.
Caveats & Gotchas
- • Do not override this in C++ — it is a BlueprintImplementableEvent. If you need C++ logic on landing, override Landed() instead.
- • Movement mode is still MOVE_Falling during this callback, identical to Landed(). Do not assume the character is already in Walking mode.
Signature
void OnLanded(const FHitResult& Hit) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Hit | const FHitResult& | Hit result describing the surface the character landed on. | — |
Return Type
void Examples
Play a landing sound when the character touches down
Blueprint
Blueprint: play landing sound on impact Blueprint
// In your Character Blueprint, implement the OnLanded event:
// Event OnLanded (Hit)
// -> Play Sound at Location (LandingSound, GetActorLocation()) Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?