Simple Fall Damage

I’m trying to understand the Blueprint stuff, but It seems that at the top left the previous velocity is subtracted from current velocity and the the result multiplied with itself then vector broken and each of the xyz params added to each other, while after the subtraction result there is a redundant (not used) VectorLength node… is there a cleaner version of this?

PS.

Also, if you get the “VectorLengthSquared” from “Velocity” of CharacterMovement, you get the same value as all of those calculations…