How would I go about adding a physics impulse to a character on damage?

I’ve investigated a couple approaches here. Using AddMovementInput doesn’t work. There seem to be some mechanism related to the update tick where movement is accumulated. I’d assumed that the scale value on AddMovement would allow values 1+ but it’s only 0-1. Triggering off a single event doesn’t work, but hooking it to EventTick or an input binding lets you see the behavior.

I’m not sure of the relative merits of velocity vs launch.

I wanted to work a bit with trying to get physics to work on the first person pawn. I selected the character capsule component and changed the collision preset from pawn to custom and collision enabled to keep it from falling through the floor. This should hopefully work with radial forces as well.