thank you, for explaining this situation, cause I thought it was the “try get pawn owner” or the other nodes not working properly when I had put a bad check for when my character is actually falling
If you’re using TryGetPawn, then you still need to cast to a character in order to access its “Is Falling” variable from its Movement Component.
Also, to see the value of either “TryGetPawn” or “GetPlayerCharacter” you need to select the correct object to debug (by default, it’s usually set to “Preview instance”), otherwise, will always show NULL.