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.