I have overwritten OnMovementModeChanged function found in CharacterMovementComponent. The issue is that whenever the code is used, it causes a delay with the in-engine jump function.
For example, whenever the code is compiled and used, I have to push the jump button twice before I can jump again. Even if I wait several seconds before pushing the jump button, it still requires me to push it twice.
I know the code is the issue because when I take the code out and recompile, I can push the jump button as soon as the character lands, and the character will jump again.
Perhaps I didn’t override it correctly?
Header File:
virtual void UCharacterMovementComponent::OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode) override;
C++ File:
void AClassName::OnMovementModeChanged(EMovementMode PreviousMovementMode, uint8 PreviousCustomMode)
{
PrevMovementMode = PreviousMovementMode;
}