Character Randomly launched into sky on Collision during velocity change

I’m making a dash movement for my character, using Launch Character x8 times the normal movement velocity. In most cases it works perfectly, but very occasionally, when character is bumping into the environmental collisions, the character will be knocked sky-high. I’ve been thinking for a while and still no solution.
I see that there’s a lot of options under Character Movement, I tried to change one by one, but pretty clueless what works and what doesn’t… Can someone share a bit experience on something like this?

Many thanks !!!

I’d say Launch Character is not the best choice for dashing. It serves to propel the character into the air akin to a Jump. Instead, you could manipulate the velocity directly:

The above is just a crude example, not a proper implementation, ofc. I’d probably opt for a Timeline. Worth trying, imho.

I am not saying that what you’ve described will not manifest anymore under certain circumstances. However, since the above suggestion overrides velocity, even if something attempts to yeeeeet the character, we should not notice as the next frame calc will override it anyway.

Do those entities simulate physics?

No actually it’s all pretty static environment. Thanks, the graph is interesting, I’m playing with settings with dampings, so far looks like it happens less than before, maybe it works. If it doesn’t maybe I’ll try something like limiting velocity manually.

1 Like