I remember implementing this after Laurent’s livestream. From memory, after following the CharacterMovement code path, the main issue was that braking deceleration varied over time based on the capsule’s current velocity. With my limited understanding of integrals, this made it tricky to solve for final distance (integrating with a variable that depended on its own integral). Someone with better math understanding might have seen the solution/workaround as obvious, but I had to search random math forums to find a similar problem to copy the approach of (and still didn’t really understand).
Eventually I got a solution mostly working, however it suffered from inaccuracy via framerate changes, with differences of up to 5UU depending on what framerate I tested at. That could be hacked around, but I remember being pretty frustrated capsule braking wasn’t calculated using constants.