Pawn Movement

Hey all,

I’ve been playing around trying to get the hang of blueprints, but I’m stumped on one thing though right now. How can I go about manipulating the pawn with custom blueprints? For example, I’m just trying to do something pretty simple without going into the C++ code by making a trampoline. So I can get the collision event to trigger, but is there a function to apply impulse/movement to the pawn from the custom blueprint? Or if there’s another way, i’m all ears. Thanks!

Hi man , I am not sure but i think you cant apply impulse because it is a force, and the pawn dont have a physics on him.
If you drop a simple cube with collsion and enable physics “on”, that will be a subject for your Add impulse.
Pawn , should move with a special “MoveComponent” some default move with the “Pawn floating” some using the “bullet movement”.
So search for your pawn and his component if it have a component to the movement :
If your pawn is custom and you dont have any, you have to play arount with some blueprint to:
add a vector variable “PUSH”
And add it to the pawn position.
Make the PUSH variable quicky decrease to 0.

When your player walk normally the push is 0
you step on a trampoline and the trampoline set push to 10
the player get moved by 10 in the direction of the vvector
set the vector to 6,
next frame you are not in the trampoline but the push is still there and you move by 6
now set the push to 3
again and again
until you got 0 push and its done +o -