Impulse/Launch Character After Root Motion Animation

zDontTouch
Wed, 03 Mar 2021 14:49:21 +0000
Character & Animation

Hello Guys

So I found only a few questions on this topic, but could not implement a solution.
I am implementing a dash for my character that can be used to cancel attack animations (attacks use root motion). I am able to cancel de animation, however the add impulse/launch character does not take effect in these situations.
Here is the snippet of the dash implementation:

And here is the video showing that the impulse does not work when the animation is cancelled:
[Unreal Engine Add Impulse not Working - YouTube][2]

The only question I found about this situation is from 2015: https://answers.unrealengine.com/questions/227726/addimpulse-and-launchcharacter-fail-on-x-and-y-onl.html
I have tried to add a value to the Z vector of the impulse, and in fact it is executed properly, only X and Y are ignored (which would make sense due to fall implementation).
Is there anything that can be done to achieve this X and Y impulse via blueprint? I thought that adding the Stop Movement Immediately node would cancel the root motion velocity and unlock the character for the launch, but it did not help.

If this is only achievable via C++ script, I would really appreciate if someone could give some more details on how to make this implementation.
Thanks a lot!

3 posts - 3 participants