Player knockback

You should use the forward vector and it doesn’t need to be negated anymore (use a + multiplier). Also, add in a PrintString after the AddImpulse and give it the same impulse vector. See what is going into AddImpulse.

Samuel showed more of what I was saying about using the velocity. But if you want it so you get knocked back if you bump into a stationary enemy then you will need to at least add in more stuff. It depends on how you want the game mechanic to work.