I’m back from a bit of a break forced on me by my studies. It’s great to be able to work with again!
I’ve run into a bit of a snag though. I’m trying to convert a project from C++ to and I’m having some trouble with the landed event. I’m using the binary version of UE 4.18.3 and the corresponding marketplace version of .
I have a RefArcCharacter class, which is blueprinted in editor.
I have some dummy code just to see if the function is being called.
// Called upon landing when falling, to perform actions based on the Hit result. // Note that movement mode is still "Falling" during this event. Current Velocity value is the velocity at the time of landing. // Consider OnMovementModeChanged() as well, as that can be used once the movement mode changes to the new mode (most likely Walking). // // @param hit Result describing the landing that resulted in a valid landing spot. // See: OnMovementModeChanged() // // UE4 name of this method: OnLanded &aka("OnLanded") (HitResult hit) [ // Your code here. // May want to call superclass version of this routine: // RefArcCharacter@on_landed(hit) this.launch_character(Vector3!up * 1000, true, true) ]
I’ve tried this on both the c++ class and the BP in the IDE but to no avail.
This doesn’t seem to fire when I land. Now I know for events such as reaching the apex of a jump I can set up something in the constructor like so:
() [ this._on_reached_jump_apex_do[println("Apex Reached")] ]
But I don’t see any coroutines (IIRC they’re all prefixed with an underscore) relating to the landed event.
I know I can probably tie in through the
_on_movement_mode_changed but if it’s possible I’d like to do it directly with a landed event.
Is there something I’m missing? IIRC I can make c++ functions that generate their own coroutines in but I’d like to know if I’ve just borked something somehwere before I run off implementing things I don’t need to.
Cheers and thanks in advance