You could do a lerp function instead to remove the dependencies on physics with the launch function. Try out a timeline with a float track. I usually make it a time of 1 second with a value between 0 and 1 for lerps. If you want any type of easing, you could make this graph between 0 and 1 however you want. Then you plug this timeline into the lerp function that lerps the players position from it’s start location to final destination.
If you want it shorter than 1 second, I suggest that you set the play time of the timeline before executing it to 1/seconds instead of chaining the actual timeline time. This allows you to change the value at any time, even in game.