Clone momentum of moving actor?

I have a desire to throw a drone in to the air and after a delay, ‘spawn’ a pilotable drone. This is all working, however the spawned object freezes dead in place because it has no velocity.
I use FloatingPawnMovement as the drones control system and that fully functional too.

I thought that this last part would be just a matter of to a GetVelocity \ GetActorForwardVector and applying it to the newly spawned object, which I would 'taper to a point of stabliisation by lerping the movement towards zero. But… I can’t even get it moving.

When I possess the drone it moves fine, but directly after spawn Add Input Vector doesn’t seem to do anything even with very large values. Can anyone think of a reason why the pawn would refuse to be moved until possessed?

Have you tried setting velocity on the component itself?

I’ve looked all over, all I found was a ‘Set Velocity’ on the FloatingPawnMovement which did nothing. If I put the movement code based in impulse in to tick of the target class it eventually does work, but only after quiet a lot of ticks. I tried to do this in beginplay with a large loop to repeat the code a hundred times but again it would not budge. I’ve even tried exceptionally large multipliers.

Are you able to suggest some specific function calls that may work FloatingPawnMovement other than impulse as impulse seems to be constrained by the acceleration settings which I think is why I cannot ‘just move it’ no matter how large the multipliers are. Since it’s a pawn the character approach doesn’t work.

Right now the only ide I have is to pass the projectile velocity\vector in on setup, then have the tick detect that “I was just thrown and need to do my stabilisation wobble with a bit of movement”, but even then the accelleration number will be a constraint… unless I disable that as well during the drones ‘unfurling to hover’ action.

That’s all that is needed for a Pawn with an FPM component to gain initial velocity which the FPM’s Deceleration will then drive towards 0. If your deceleration is far greater than set velocity, you will see no effect as the FPM will drive the value to 0 in under a frame.

Kind thanks Everynone.

I’ll make it as solved and you help let me to working it out. If I just place a unit in the level, yes, it works. If I spawned the unit by throwing it like a grenade, then it did nothing. The solution was that the ‘throw’ code calls spawnactor, but the -afterwards- cloned the location\normal from the grenade like object. That occurred after BeginPlay on the actor and overrode the velocity. This is why it would work in tick but not on construction.

I can work out a better way now that I know I was the problem.