I am using a water asset, Oceanology 5, which implements buoyancy by setting the setting the root component of an actor to simulate physics and then applying a calculated force to it every tick to make it “float”
So what I’m doing is using normal movement input when on land
The problem is, when the character jumps out of water, simulate physics is turned off and their velocity is reset.
How can I maintain velocity after simulating physics is turned off?
I was trying to launch the character after physics is turned off with a multiplier added to the character’s velocity but it keeps shooting the character up into space
On your launch velocity maybe chNge the ADD mode to a MULTIPLY node and start with low values and play test a little.
To be honest i dont think you need to get the players velocity when using launch as your launching extra. Maybe try a small value on their own without the GetVelocity node just using a MakeVector.
The other option is to not switch off simulting physics as soon until character touches the ground? Then you can maintain the impulse until hes walkong again.
EDIT:
Tried. It’s either too high or too low, there’s no balanc
I made a hacky method of maintaining velocity by making the character ragdoll for a mere microsecond to maintain velocity before setting physics to simulate off. It’s not perfect but seems to be working fine for now