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.
Code:
event Landed(vector HitNormal, actor FloorActor)
{
//Check If Landed
Super.Landed(HitNormal, FloorActor);
Velocity = Velocity;
if(!bHidden)
{
//Play Landing Sound Effect
PlayLandingSound();
}
TakeFallingDamage();
if ( Health > 0 )
PlayLanded(Velocity.Z);
LastHitBy = None;
//Reset Pawn Eye Height to Default
SetBaseEyeheight();
CheckSlopeAndSpeed();
}
simulated function TakeFallingDamage()
{
}
Any help is greatly appreciated.
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