Hi, I am adding to the blueprint of an enemy a code in which, when it touches the player (which is a FirstPersonCharacter), then, make the player fly backwards (as if the player had been hit by an explosion). (It is and axploding enemy when it reaches the player).
First, I tried with AddImpulse, which worked fine. But it became a problem when multiple enemies touched the player at almost the same time and the AddImpulse stacked together, applying a force greater than the desired one.
So, I am trying with replacing the node AddImpulse with the node Set Velocity. I have had to increased the numbers of the forced applied to get the desired velocity, and the player moves correctly horizontally in X and Y, but it doesn’t fly up in Z even the slightest. I have tried with the highest number possible a float can reach and it keeps moving only horizontally.
To test, in the FirstPersonCharacter Bluprint I have added inmediately after the tick event the SetVelocity node and set it to 0, 0, 10000000000, and, when clicking play and checking that this is the value the velocity vector has all the time, the player still doesn’t go up.
What is happening?