RealDocs

ACharacter::ShouldNotifyLanded

function Engine Since 4.0
#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);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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