Base "Launch character" direction off the trigger's rotation

Hello there. I’m trying to create a bounce-pad like entity in my game. I got a trigger and launch character node ready, but stumbled onto a hiccup:
No matter how trigger is rotated, the velocity is always applied based on player’s position, not the trigger’s.


This is my current setup, which didn’t work. I’m bad at maths, so I’m not sure what I should use to calculate player’s launch direction. If anybody could help me out here I’d be most grateful, as it would make level design much easier if I could simply rotate triggers instead of having to manually assign the direction via a variable every time.

Hi V_Vix,

That launch pad changes the launch velocity based on how high it is placed in the world. (Since it’s getting the location data from arrow component)

I think the best path forward for you will be to take a look at the multitude of youtube tutorials on this subject. (Try a search term like “unreal engine launch pad” )

The most important thing to learn here is how to use the ‘get forward vector’ node for the arrow component.

Hope that helps! Let us know if you have any questions.

Thanks, it worked great! I didn’t notice this tutorial when looking up the subject. Must have missed it somehow.