Launch Character or Impulse move an AI-controlled character?

Hi,

From my testing and the unofficial information I can find here on Answers, it doesn’t seem possible to “Launch Character” on a Character Pawn that is AI controlled for movement. I have pawns with simple “AI Move To”, but even if I “Stop Movement” I still cannot Launch the pawn. As in, nothing happens.

Nor can I just use an impulse, as the Character capsule doesn’t simulate physics by default, and I’m guessing nor should it, considering among other things, it’ll fall over. (Hilarious results though.)

What is the best way then to “throw” characters away from various knock-back sources. Be that explosions, jump-pads or Jedi kung-fu?

Thanks,

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I have the same question. It’s troubling that you never received a response, because this seems like something that a lot of people would like to do.

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I had to change the AI’s movement mode to “falling” to get Launch Character to work. Hope that helps for anyone still looking!

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I change ai character’s movement mode walk mode to falling but still not work. May I change other setting?

If you got a solution that works, that’s good.
If not, you can have it simulate physics and then use launch, but lock the axies of rotation to prevent it from following over. I presume you’d probably only want to allow it to rotate along Z (yaw).

if anyone is still struggling with this, the key was to add a Stop movement for the AI’s controller before the launch node. No need for physics.