I’m working on a dungeon crawler type game and have set up a system for knocking enemies backwards when you hit them with your sword by using launch character. This works great for when the player is hit or a stationary enemy but if the enemy is using the “move to” node (e.g. for random wandering, chasing the player) it messes with the launch command/set velocity. I found this post in the unreal answers from a few months ago which I believe shows the same issue I’m having…
Can anyone think of a possible work around? Right now I have it teleport the enemy instead and set it’s velocity to 0. This is ok to test gameplay but comes with it’s own issues (can accidentally teleport them through walls + doesn’t look quite right)
Hey that Works thanks. You don’t even need timers, Though you cannot combine this with root motion, root motion overrides the Force and so the velovity i belive.