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How to kill all velocity?

Hey everyone!

In my third person game, I have jump pads. A simple blueprint that sets player velocity on the Z axis (after setting movement mode to falling), to cause the character to launch in the air.

jump opad.png
jump pad blueprint

Problem is, is that my character has a ‘dash’ maneuver, causing the character to dash forward at a high horizontal velocity. If I dash into the jump pad, the velocities will add together, causing the character to have a very high horizontal velocity (via dash), and vertical velocity (via jump pad).

What I want is to have all character velocity set to 0 when they enter the jump pad, so you only get launched straight up, no matter how fast you were running or dashing into the jump pad.

I tried the ‘stop movement immediately’ node, but that didn’t work.

Anyone have any idea on how to zero out all velocity?

Instead of doing stuff manually, try using the “Launch Character” node. You can override xyz velocities there.

I got it working!

Problem is, is that my dash movement is actually done via ‘root motion’, so it doesn’t work.

I would have to convert the dash from root motion to velocity, correct?

I got it working!

Problem is, is that my dash movement is actually done via ‘root motion’, so it doesn’t work.

I would have to convert the dash from ‘root motion’ to velocity, correct?