void ASCharacter::OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode) { Super::OnMovementModeChanged(PrevMovementMode, PreviousCustomMode); /* Check if we are no longer falling/jumping */ if (PrevMovementMode == EMovementMode::MOVE_Falling && GetCharacterMovement()->MovementMode != EMovementMode::MOVE_Falling) { SetIsJumping(false); } }
void ASCharacter::ServerSetIsJumping_Implementation(bool NewJumping) { SetIsJumping(NewJumping); }
void ASCharacter::OnLanded(const FHitResult& Hit) { Super::OnLanded(Hit); SetIsJumping(false); }
void ASCharacter::OnStartJump() { bPressedJump = true; SetIsJumping(true); }
void AShooterCharacter::OnStartJump() { bPressedJump = true; SetIsJumping(true); SetSprinting(false); }