Oops! Forgot that the Launch node is based on world rotation and not local rotation. This means that if you want to jump forward you would enter a number and if you reversed the BP for the other one it would need to be a negative value to get the same.
We can get around that though by using the following setup.
In this I’ve added a arrow component (you can use another mesh or the ones you’ve already got in your components tab) so that I could see which way my mesh is always pointing.
I placed this in the event graph > used a get Forward Vector node > Break Rot Vector Node > pulled a pin off to a multiply float by float node > and then plugged that into my X value.
On the multiply node I kept my X editable variable I made as they second pin. This will allow me to still edit the X jump value from the details panel.
Now any place you rotate or move your jump pad you can just plug in the values you need and it will shoot you out/up in the direction relative to the blueprint and not the world.
Sorry for my flub and I hope this helps! ![]()
