Still struggling with this. I have been going through the Pawn Classes (UTPawn, UDKPawn, GamePawn and Pawn) and am still having great difficulty locating where this landing delay comes from. I have my own Event Landed function and even to be sure i have overloaded the TakeFallingDamage function, this ofcourse meant no falldamage but did not remove the landing delay. Any advice would be nice.
Any help is greatly appreciated.
event Landed(vector HitNormal, actor FloorActor)
//Check If Landed
Velocity = Velocity;
//Play Landing Sound Effect
if ( Health > 0 )
LastHitBy = None;
//Reset Pawn Eye Height to Default
simulated function TakeFallingDamage()