I found the solution in another topic [Link] and I’ve managed to get the slowed descent to work. Turns out that I simply needed to disable Consume Input option on the button input to make it work.
However after testing the slowed falling ability I’ve encountered a couple of problems with the blueprint that need to be addressed.
Firstly, when the ability is activated instead of the character’s jumping coming to a immediate halt before transitioning into a slowed descent, the character tends to continue in a slowed upward trajectory for a bit. When character does begin their descent, I find their movement to be a bit wonky due to acceleration from falling.
In the games that I mentioned, the player character immediately transitions into a slowed fall as soon as the jump button is pressed in mid-air and their descent occurs at a consistent speed, so I don’t think Gravity Scale is going to work for my purposes. Is there an alternative way that I can halt the player’s upward trajectory during a jump and reduce the character’s falling speed to a consistent rate?
The other major problem I’m having comes when the player character lands on any actor. What’s supposed to happen is that the slow falling event is supposed to be cancelled when the player lands on another actor such as an enemy and the player character bounces off them like normal. Instead, when the player character lands on the actor, the player is catapulted into the air as a result of the continuing reduced gravity.
I tried to use the interface I use for jump collisions to attempt to call off the slowed descent event but it hasn’t worked.
Any ideas on what I can do about either of these problems?