[Closed] On Event Landed doesn't seem to be able to call Jump with any effect.
I'm not sure why this is. Seems like it should work, but if I call Jump with On Event Landed, nothing happens. In the end, I had to use a roundabout way to make the actor auto-jump.
Anybody know why this might be?
The question has been closed Oct 19 '15 at 03:15 PM by Ben Halliday for the following reason:
The question is answered, right answer was accepted
It looks like this is a bug. The Event On Landed node is firing while the Is Falling boolean for the Movement Component is still set to true. I have entered a bug report in our system for our developers to look over (TTP# 347599), and I will let you know if I see an update.
In the meantime, would you mind posting your work-around for this issue for any other users that might come across the same problem?
Thanks for the report!
answered Sep 24 '14 at 06:02 PM
Hi, thank you so much for the work around, I've been struggling with a similar problem for a while and by adapting your solution I worked around a problem inherent with using velocity. It's a bit complicated but I'll do my best to explain.
With your solution using velocity I cam across the problem that at the apex of the jump the z velocity momentarily becomes 0 as pawn began to fall meaning that its possible to jump infinitely without ever landing.
To fix this I created a second character which I named JumpMeasure. JumpMeasure is identical to the character but only receives the Jump input and none of the movement controls. As soon as the game starts JumpMeasure is teleported to an enclosed area beneath the level away from the character.
I then told the blueprint to allow the character to jump only when JumpMeasures world Z co-ordinate equals almost exactly the co-ordinate I teleported it to when the game starts.
This is as far as I've gotten with this problem but it is imperfect. If the player falls further than JumpMeasure they can jump again, also, if they walk off of an edge, they can still jump while falling. This isn't an issue for me as the falling velocity of the player is too much for the impulse from the jump to make a difference but in case someone else uses this solution be aware that this could cause problems in different circumstances from my own. I'll leave the BP for the jump here too.
answered Oct 19 '15 at 01:15 PM
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