Launch character sets Is Falling to true

My character is set to launch forward every time he punches. But as soon as the punch animation is done, he does the jump and fall animation before returning to rest position.

My guess is that using Launch Character function automatically sets Is Falling to true even if the Launch Z Velocity is zero. Is there any way to fix this??

Hello,

The Launch Character function automatically sets the character to the Falling mode. This function is used mostly for jump pads and the like, which means it has very specific use cases.

Here is the documentation on the node for reference: https://docs.unrealengine.com/latest/INT/BlueprintAPI/Pawn/Character/LaunchCharacter/index.html

If you’d like to explain in more detail what it is you’d like to accomplish, I’d be glad to see if there are alternative solutions that we can come up with to get you the desired results.

Have a great day

Sean is (of course) completely right… having read what you are doing, it IS possible to IMMEDIATELY override Falling movement mode with Walk mode (or whatever you are using) on Tick. Imho this would be totally fine for prototyping and proof of concept, but of course I’d suggest not using it in a final product :slight_smile:

@Sean_L @DavidOConnor Hello guys!

I know I’m a bit late to this discussion but I have ran into the same issue, as you both mentioned, there must be an alternative way of pushing a character to the side upon impact. Could you please drop some refs to sources where I can read what’s the better way or maybe explain in couple of words what I should do?

For clearance, the behavior I’m trying to achieve is: a character shoots out a projectile, upon impact with another character I get the impact location, other characters location, calculate the direction unit vector and launch the character in that direction (of course I multiply the unit vector by some magnitude). What is the other way to achieve this?

P.S a problem I ran in with Launching is that from some angles, the character gets launched x4/x5 times further than from all other directions…

@ AfaqaLev I think you are intending a ‘knock back’ when a pawn is hit with a projectile. Am I right?

If so, I think that AddImpulse in the desired direction might be more useful than Launch (which is more for jumping and launchpads). @SpectraXCD might also consider using AddImpulse too instead of Launch…

AddImpulse may work for physics objects, but you don’t always want that for characters. The way I solved it, was by using the FindFloor node in my Animation Blueprint, and setting the Floor Dist as a variable. In my state machine where falling animations are handled, I added the Transition Rule condition that the Floor Dist has to be above a certain amount.
This way my falling animations will work as normal, but when using LaunchCharacter on the floor, it won’t trigger the falling animation.