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ACharacter::OnLanded

function Engine Blueprint Since 4.0
#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
Event OnLanded Hit Play Sound at Location Sound Location Volume Multiplier Volume Multiplier 1.0 1.0 Get Actor Location Target is Actor Target Return Value
Edit Blueprint graph Play a landing sound when the character touches down
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
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

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