event hitwall, event falling, event bump, event touch, event landed, event rigidBody collision.?
So what is now the functions or the only function that provides a substitution for them.?
What about bCollide, bBlockActors ? it’s still the same way or wich is the equivalent?
Bump no ideas?
Im afraid i cannot code myself the event falling and landed hehe, " wich happend whenever you falled from a surface to the " where the gravity brings you at" and landed " whenever you landed".
Any ideas about this two ones?
Character.h
Dear Neongho,
you should get used to searching the UE4 code base! All your answers are there!
I recommend wingrep, its free www.wingrep.com
**
Your Questions**
Check these functions out in Character.h !!!
As you can see there is way more info then we ever had in UE3 Unrealscript, and this is not even a complete list!
```
UFUNCTION(BlueprintCallable, Category="Pawn|Character")
virtual void LaunchCharacter(FVector LaunchVelocity, bool bXYOverride, bool bZOverride);
/** Let blueprint know that we were launched */
UFUNCTION(BlueprintImplementableEvent)
virtual void OnLaunched(FVector LaunchVelocity, bool bXYOverride, bool bZOverride);
/** Event fired when the character has just started jumping */
UFUNCTION(BlueprintNativeEvent, Category="Pawn|Character")
void OnJumped();
/** Called when the character's movement enters falling */
virtual void Falling() {}
/** Called when character's jump reaches Apex. Needs CharacterMovement->bNotifyApex = true */
virtual void NotifyJumpApex() {}
/** Called on landing after falling has completed, to perform actions based on the Hit result. Triggers the OnLanded event. */
virtual void Landed(const FHitResult& Hit);
/** Called on landing after falling has completed, to perform actions based on the Hit result. */
UFUNCTION(BlueprintImplementableEvent)
virtual void OnLanded(const FHitResult& Hit);
/**
* Event fired when the Character is walking off a surface and is about to fall because CharacterMovement->CurrentFloor became unwalkable.
* If CharacterMovement->MovementMode does not change (from Walking) during this event then the character will start falling.
*/
UFUNCTION(BlueprintNativeEvent, Category="Pawn|Character")
void OnWalkingOffLedge();
```
actually i did search for example actor, i though collision functions/events would be grouped, but the only 1 i found is ReciveHit and others. I might not have searched it on the right place ? i don’t know.
Well thanks anyways, UE4 it’s not missing anything wich UE3 already had thankfully.
P.S oh i see, character not actor nor pawn.