How can I make Launch Character take longer?

Thank U @JakTac, timelines are great! While they are playing, they use about the same resources as Tick (I think). The benefit is that, while the aren’t playing, they don’t use any. So U can just call them to do repetitive things when certain conditions are met (open a door, move something from A to B, turn your player around, etc. etc.). Definitely check a few YouTube videos on these.

It sounds like the native timeline functions like ‘Stop’, ‘IsPlaying’, etc will really help.

It looks like U are going in the right direction with Ur dash. But, for reasons in my reply earlier, I also wouldn’t use ‘AddImpulse’, ‘AddForce’, ‘Launch’ etc:

  • acceleration will look natural (not instant, unless U choose it)
  • player always keeps control of the Character in terms of direction
  • player can cancel it by releasing the dash button early

So, on your timeline (or a timer), change ‘AddImpulse’ to setting Ur Character’s movement mode (whichever ones you are using, like walking or flying) top speed with a ‘DoOnce’ node (and changing the acceleration if required in the same way). This will give U the dash. When the timeline ends, set the top speed and acceleration back to normal (the one-time ‘Update’ pin on the timeline output is useful for this). If it looks smooth with just one-time events, switch it to a Timer (cheaper). If it doesn’t look smooth, keep it in a Timeline and use a float track output to gradually ramp up the top speed (and acceleration if needed) and decrease it towards the end.