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);
}
示例#5
0
void AShooterCharacter::OnStartJump()
{	
	bPressedJump = true;
	SetIsJumping(true);
	SetSprinting(false);
}