# Make Character slide after getting hit by a projectile

**URL:** <https://forums.unrealengine.com/t/make-character-slide-after-getting-hit-by-a-projectile/502036>\
**Category:** World Creation\
**Tags:** slide, unreal-engine, Physics, question, UE4-27\
**Created:** [February 25, 2022, 9:28am UTC](https://forums.unrealengine.com/t/make-character-slide-after-getting-hit-by-a-projectile/502036 "2022-02-25T09:28:34Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [February 25, 2022, 1:37pm UTC](https://forums.unrealengine.com/t/make-character-slide-after-getting-hit-by-a-projectile/502036/2 "2022-02-25T13:37:33Z")

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Try this:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/4/9/14990db6b7c5cc3bbfa72aa3951801ffab06445b.png)

You can mass copy/paste nodes from here but you’ll need to clean it up.

> **[Pawn Slider posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4](https://blueprintue.com/blueprint/277_7bd4/)**
>
> No description provided

To control push power, multiply `Reaction Velocity` before setting it after `Do Once`. Currently it’s a direct translation of the projectile’s velocity. The `Interp Speed` will affect how quickly we recover from the slide, slow down. For more granular control, the interpolation method can be improved by sampling a predefined curve.

The above produces this:

Known issues - due to the method used, it will also produce this (exaggerated the power to demonstrate):

A couple of ways to solve it:

- when hitting simulating obstacles, push them away, too and keep going in the original direction

and / or

- when hitting a stationary obstacle, get the surface normal and slide along its right vector. So when we arrive at its edge, we’re still moving in a logical direction.

or

- stop sliding when an obstacle is hit - the easiest fix but may be undesirable due to the game mechanics expectations

Also, never tested it with something applying additional movement input.

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