I’m not sure what you mean by the player being launched.
How the invincible test enemy blueprint is set up is that when the player character’s Jump Collision Box comes into contact with the enemy’s Capsule Component, the Null Damage - Player boolean variable is activated so the player won’t take damage (in theory at least) and then the Jump & Bounce function is called.
The Jump & Bounce function then launches the player off the enemy, with how high the player is launched being determined by whether or not the jump button is being held down at the time, as setup here in the Jump portion of the Player Controller blueprint:
Once the function is called, the visual effects for the player landing on the enemy play and finally there’s a delay that will re-enable the enemy’s ability to damage the player once the delay has ended.
I’m not sure why the player is taking damage as the Null Damage - Player boolean is supposed to prevent that from happening as it is positioned near the start of the Jump Collision events. The only way that would make any sense to me is that the player’s Capsule Component is somehow coming into contact with the enemy’s Capsule Component before the Jump Collision events are registering. If that is indeed the case then what can be done to stop that from happening?


