How would I go about transferring momentum from the player to a thrown object?

I am interested in making throwable objects for my game but am running into an issue where if the player is moving forward quickly, they can run into their own projectile. While I am sure there is an easy way around this, I think it would make more sense to just add the players velocity to the projectile so that faster moving players can launch the projectile further. I think the easiest way to do this would be to just have an interface in the projectiles construction script that gets the owners velocity however I am having a very hard time with the actual math to make this work. Would anyone know what vectors I would need to get from the player/add to the projectile to make this work? The main issue I am having are that I don’t know how to give the projectile itself a base velocity (i.e. I can’t figure out how to make it go directly forward with reference to the player).

Try marking InheritedVelocity var as expose on spawn (and instance editable), then plug the instigator’s velocity into the new exposed pin on the spawn actor node when they launch it. Then your begin play or conscript can use it right away without waiting a tick for interface message to fetch it from the pawn. That delay was probably making it set initial speed after it had initialized.

Calculate your base projectile velocity. Then add the inherited velocity.

Basically this…

Adds Capsule Components Physics Linear Velocity (bone: none) to the Shot vector.
Note: Shot Vector should be Normalized (0.0001).