I have a first person game where the player is moved along a spline component using “SetActorLocation”. This causes their velocity to be 0 at the end of the spline movement. Is there a way I can “launch” them off the end of the spline at the velocity they should be at?
I have tried using “AddImpulse” on the capsule and on the characterMovement but nothing seems to work. The player just drops straight down as soon as they hit the end of the spline.
So what you want to do is make sure you are using the spline component within blueprints as path that the character follows. An example of this can be downloaded and viewed from the Content Examples project provided to our users free via the Learn tab.
More specifically the Blueprint_Splines example map 2.1
In your case you will leave the spline open so that when your character reaches the end, it can exit the spline and receive the physics you are going to apply. For the physics side of things (i.e launching the character) it should be as simple as checking where the character is along the spline and if it is at the end, apply a physical force like impulse to the character. You want to make sure the character also has ‘Simulate Physics’ enabled and a Physics asset has been created for the Skeletal Mesh.
This should get you going down the right path but let me know if you have further questions.