Lock movement on landing
If you use character movement component, it can return movement state. So in case character is on the ground it will be "walking".
answered May 10 '17 at 06:07 AM
Well, a way I would approach this problem is by having a boolean statement named isLanding. So when your character goes into the landing animation the boolean statement would be connected to the base character movement and if isLanding == true then any input wont do anything but if isLanding == false then direct it to the regular character movement.
Rather than detecting animation you could just check the Z velocity of the pawn.
answered May 10 '17 at 04:24 AM
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