While playing around with the Landed function from Character class I noticed it was not called on the clients with a SimulatedProxy role. In other words, it is only called on the server and the character’s owning client.
Is this a wanted feature?
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Create a custom
CharacterMovementComponent and override
void UShooterCharacterMovement::SetPostLandedPhysics(const FHitResult& Hit)
// call for non-authority only because this is already called for authority elsewhere
if (CharacterOwner && CharacterOwner->GetLocalRole() != ROLE_Authority && CharacterOwner->ShouldNotifyLanded(Hit))