I have a character with a character movement component. My problem is that when the character runs into a wall, it’s velocity vector isn’t correct - it should be zero, but it stays as if the character was running normally. This happens when using either get velocity from the actor, or from the movement component.
wow this was driving us nuts… Even worse, its was checked by default and we had to uncheck it and recheck it to make it start working… thanks for sharing the solution, this should be the accepted answer