How to properly add force to a pawn?

+++ EDIT: The problem has been fixed, but I cannot delete the post. Thanks! +++

Hello!

In this scenario I have a projectile and a pawn. This pawn is not simulating physics until it is hit by the projectile, when I then enable physics, and want to add a force to push it from the direction the projectile hit it from.

As the code is right now, when the character is hit by the projectile, it gets a very strong force impulse and flies in the direction the projectile came from. This is not what I want, as I want the character to be slightly pushed back (as opposed to the mega force it is receiving right now) and move away from the direction of the projectile (opposite of what it’s doing).

Kindly let me know if I’m doing anything wrong, or how I can improve this system.

Thank you very much in advance!

use add movement input in the opposed direction of your projectile, I don’t know how the movement of your character is configured but you should deactivate the adjust rotation to movement and touch the animation graph a little :face_in_clouds:

Actually, all I had to do was enable physics simulation and add a large amount of force. Thank you regardless.

Not good to delete posts, when you find the answer, post it, and then when someone else searches, they’ll find the answer too hopefully :slight_smile:

Add force to the movement component instead, not to the capsule. No need to simulate physics on the capsule - it may mess up the movement if it stays on.