I’ve never tried LaunchCharacter. I think I may try it though. What I did was use the AddImpulse function of the movement component. It has its own faux-physics functionality. I can attest that this method at least works.
The tricky part is getting the character to animate like he’s stumbling. Without a specific stumble animation I had to cause the state machine to glitch out a little and use the walk blendspace at a higher play rate and limit the input velocity. It looks pretty good (considering) and the animation can be replaced later.