Should I even bother trying this or should I just use launch character and subtract the position of the launcher position from the character position to create a fake radial force?
The thing is that the Movement Component is not really simulating physics, the Updated Primitive (component) would be the capsule at the root, which is also not simulating anything. If you did enable physics for the capsule, the above would work but result in funk:
The movement comp understands those impulses, though. Calculate a vector and feed it:
Another way is to deal damage in radius:
When the character (or any other actor) receives said damage, it’s up to you what to do with the data:
You might as well turn it into an impulse. As a bonus, there’s no need to cast.