Hi all,
This is returning 0 right now because the character controller is not actually simulated. We’re talking about the best way to solve this in a general way so that we give you a reliable impulse. It gets a little complicated when you consider all cases.
However, for your case specifically you could manually compute the impulse by calling GetVelocity on the actor that’s moving and multiply it by its mass which you can get by calling GetMass.
Hope that helps, let me know if you run into more issues. Hopefully we’ll get a proper solution soon