The current animation state shouldn’t be effecting this as far as I know. Only thing I can think of is maybe a conflict with the character movement component and the projectile movement component function. Have you tried, for trouble shooting purposes, just input values directly to the launch function. Maybe just enter 1000 on all axes and test for results. You may need to use another method to calculate the launch velocity vector. You may try getting forward vector, multiply x and y by a few hundred, and z buy a lower amount to simulate jumping at the character. The exact values youd have to expirement until the desired result is achieved