AddImpulse may work for physics objects, but you don’t always want that for characters. The way I solved it, was by using the FindFloor node in my Animation Blueprint, and setting the Floor Dist as a variable. In my state machine where falling animations are handled, I added the Transition Rule condition that the Floor Dist has to be above a certain amount.
This way my falling animations will work as normal, but when using LaunchCharacter on the floor, it won’t trigger the falling animation.
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