Hello,
This is a feature request. The current version of Rocket doesn’t tell me ‘moment’ (impulse) on Hit event and Landed event. Do you have any plan to support it in the future?
I’m developing stealth game by only Blueprint. An enemy can hear unidentified sound and go searching it, like Me**l Gear. I’d like to implement the risk when a player jumps from higher position. Jumping from higher position makes bigger sound. For that, I need to get the impulse from the hit information (and Landed event). UE3 (UDK) supports it, isn’t it?
Thanks in advances,
Kazuhisa Minato.
Dear Kuzahisa,
You can do this process yourself in a way by doing the following
- add FVector variable called JumpPos to your character blueprint
- set this variable to be GetActorLocation when the player presses the jump key or begins falling using the Event nodes for jumping/falling
- when the player lands using the Event landed, subtract the JumpPos from the Character’s landed Position (GetActorLocation() again). Then do a Size of Vector on this subtraction
so again
a. subtract JumpPos - current landed position
b. get the Vector Size of this result
c. if the size is large enough (the player fell far enough) then you can you can register it as a louder sound
you could just make the sound amount exactly the amount distance fallen
so if the player falls 64 units, that is a sound value of 64
and if player falls 512 units, you could say that any sound value >= 512 qualifies for the louder landing sound.

#Summary
#A: Pos At Jump Start - Pos At Event Landed
#B: Vector Size of A
Rama
PS: this method is not time based and does not require a timer, you are just tracking the Event of the player beginning to jump to the Event when player lands, and subtracting the two positions of the player and getting the Vector size.
I think youre pretty close Rama but I might suggest that you check when the velocity of the player is close to (Z=0) at the peak of a jump and get that position not the jump position because it’ll have a difference in the Z component of which to get a better reading of how high the fall is from. Mind you Im not sure what these Jumping/Falling events are, I was under the impression if youre not physics walking or flying youre falling.
ahh that’s a great point Daniel!
Best thing to do in my opinion is decide on any measurement method and then get a readout using Print node of what the values are and then gauge what the cutoff is for when to use the louder sound.
a variety of methods could work here, just got to pick one 
Rama
Hi Rama,
Hi Daniel,
Thank you for your answer! I get the ideal scalar value from the Vector Length of the Character Movement Component’s Velocity (or Z value of the velocity).
I’d just finished implemented the risk when a player jumps from higher position. Thank you again!
Best Regards,
Kazuhisa Minato.
woohoo congrats Kazuhisa!
Rama