UCharacterMovementComponent::ProcessLanded

Handle landing against Hit surface over remaingTime and iterations, calling [SetPostLandedPhysics()](API\Runtime\Engine\GameFramework\UCharacterMovementComponent\SetPostLandedPhysics) and starting the new movement mode.

Choose your operating system:

Windows

macOS

Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h

Include

#include "GameFramework/CharacterMovementComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp

Syntax

virtual void ProcessLanded
(
    const FHitResult & Hit,
    float remainingTime,
    int32 Iterations
)

Remarks

Handle landing against Hit surface over remaingTime and iterations, calling SetPostLandedPhysics() and starting the new movement mode.