ACharacter::ShouldNotifyLanded
#include "GameFramework/Character.h"
Access: public
Specifiers: virtual
Description
Returns whether Landed() and related events should be broadcast for this landing. Used internally by CharacterMovementComponent to suppress duplicate notifications during network move replay.
Caveats & Gotchas
- • This is a networking-internal hook — CharacterMovement calls it to skip Landed() callbacks while replaying saved moves on the client. Overriding it carelessly can break client-side landing feedback (sounds, particles) during lag correction.
- • The base implementation checks an internal flag set by CharacterMovement; always call Super::ShouldNotifyLanded(Hit) and combine with your own logic via &&.
Signature
virtual bool ShouldNotifyLanded(const struct FHitResult& Hit) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Hit | const struct FHitResult& | The hit result from the landing. | — |
Return Type
bool Example
Suppressing landing events on a specific surface type C++
bool AMyCharacter::ShouldNotifyLanded(const FHitResult& Hit)
{
// Suppress notification when landing on water volumes
if (Hit.PhysMaterial.IsValid() && Hit.PhysMaterial->SurfaceType == SurfaceType_Water)
{
return false;
}
return Super::ShouldNotifyLanded(Hit);
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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