Adding 'Hover' or 'Thrust' to player in sidescroller using Blueprint

I’m working on a double jump to a ‘hover’ or ‘thrust’ movement combo. I’m having issues figuring out how to add a gradual force upward to the player using blueprint. I have the double jump set up using the Launch Character node but I’m not sure if this is what I need to do a boost or hover. Basically I want the hover to engage on a 3rd jump button press OR have it engage while holding the jump button after the second button press. Giving the player a bit of a boost after a double jump just before falling back to the ground.

I read up on the Physics Thruster Component but I’m not sure how to implement it. Any help or tips would be greatly appreciated. Here is the current Jump Blueprint I’m using.

I suppose I could use another Launch Character node I just need to know a way to gradually apply the force instead of applying it all at once.

Hi medicine,

Here is a couple of ideas that may work for you. Either one can be plugged into the #3 slot on your switch.

The top one just sets the scale value for the gravity. With this solution however, the player will continue to travel in the direction of their velocity until the delay is finished.

The bottom solution is the closest to what you described. It sets the movement mode to flying, delays for however long you like, and then sets back to walking again. I added in the DisableInput to keep the player from flying wherever they choose while hovering.

I hope that gets you on the right track.

TJ

Appreciate the answer! Neither of these seem to work for my character. Is there a way to throttle the Launch Character node so that it is slowly pushing the character up?

I should have added that I am using the skeletal cube for my character not the default biped model. Maybe that is the issue with these not working? I might just be missing something.

Hmm, how did you create the character blueprint? Are you doing anything like using a child blueprint that is based off of another character blueprint?