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.
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Create a custom CharacterMovementComponent and override SetPostLandedPhysics:
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))
{
CharacterOwner->OnLanded(Hit);
}
Super::SetPostLandedPhysics(Hit);
}