How can I launch a pawn in a direction in the behavior tree?

I’m making a slime enemy for my fantasy game and I’m trying to make it so my slime will bounce from place to place, kinda like in Genshin Impact. However the Launch Character node won’t work in a behavior tree task. I was wondering if there was a better way to do this? I’ve set it up so that it’ll choose a random location already, I just can’t get it to bounce right. I’ve currently deleted all my movement code for the slime, and am trying to start from scratch, can someone point me in the right direction?

Make your jump mechanic in a custom event in the enemy character with a location input.
Call your custom event from your behavior tree task with the proper location.
(make sure you have a reference of the slime character in you BehaviorTree casted to the correct class)

Hope that this at least points you in the right direction.

The problem is I don’t want to cast it to a specific actor for that specific behavior tree, I want the behavior tree to be flexible because I’m going to have multiple actors using this behavior tree, because my game has different types of slime (green slime, water slime, fire slime, etc).
Also, how do I make it bounce? I’m asking because I literally have no idea how to make the slime move in an arc, I need more information because I’m struggling with this.

If you don’t want to cast either use interfaces or override some of the base class functions in each enemy ti invoke different behavior. The proper way would probably be to have different movement components that realize the the move differently but that’s quite complex.

As for the movement in an arc - LaunchCharacter node would be the easiest solution.

Hey there @SykeoTheFox! I agree with DZh0 in that I’d recommend an interface to call the generalized jump you set up. If you’re using character classes, LaunchCharacter is fine and I’d recommend disabling air control on the character controller, but if you want a defined arc you may want handle the vector math yourself and make a new movement type which gets a bit more complicated.