Hey, thanks for your reply,
I realised what I’m trying to do is literally just the groundpound jump from the Super Mario games.
I have a blueprint here that shows when the player does a groundpound:
This blueprint Just checks if the player is falling at a certain height (Length of raycast) then stores their current velocity into a variable (Before GP Velocity) The launches the player towards the ground at a velocity of -2000.
Currently, this works as intended with the player stopping completely before going straight down towards the ground.
The next blueprint is for the jump which happens afterwards:
This script checks if the player is able to groundpound and, if they are, launches them into the air at a velocity of 1200 while using the same X & Y velocity as before the groundpound. This works well, however, they are always launched in the same direction they were heading before whereas I want them to always be launched wherever they are facing.
I also cannot just launch the player along their forward vector at a set velocity as it means they won’t be launched at the same speed as before the groundpound.
I hope that wasn’t too confusing, like I said, the problem appears to be with the launch character blueprint. I was wondering if there is a way to rotate the vector if that makes sense.
Thank you for your time