The stock 3rd person SideScrollerCharacter which comes with UE has a movement blueprint which allows some form of ledge detection, where the character may fall off a ledge. When allowed to do so, the blueprint first initiates a Jump state before falling, where not only is a z velocity component initiated, but also an additional horizontal component. Basically the character accelerates upwards and also forwards. I want to either: get rid of the horizontal (forwards) velocity component of the initiated jump function, or remove the function altogether when the character leaves a ledge, so instead, it drops off the ledge with no added velocity components and just falls due to gravity.
I have tried looking through the C++ code of the CharacterMovementComponent and cannot find the function where this is happening. Any help would be greatly appreciated.