Add Impulse not working on Pawn/AI that uses the "Move Directly Toward" BT Task

I’ve been able to work around this a bit by calling StopMovement on the Controller. It kills the current pathing and that allows impulses and forces to work. So, in c++ it’s like this:

if( GetController() )
{
	GetController()->StopMovement();
}

GetCharacterMovement()->AddImpulse( LastImpactDirection * 100000.0f );

It isn’t ideal, since it creates a pause in movement. I’ll have to dig deeper to figure out why pathing ignores the velocity in character movement.

Hope this helps someone!

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