As for the first, I’m almost positive it’s on the player/character object. (For example, the launch launches the character, I feel it wouldn’t do that if it was on the wrong entity). GetName() returns “dynamicPlayer#xxxx” which I assume is what happens when an entity is controlled by a player?
I guess I could also go the user route and do the getPlatwr to get the player entity.
I was playing around with trying to set the velocity of the player and saw the same issue as you, no matter what i do the velocity would would print out as 0,0,0, talking on discord to one of the devs they noted that the players physics may be handed different, Unsure yet if we can change the players velocity, playing around i was unable to but iv yet to find everything the game can do
Also a small note about creating a blink script by taking the position and adding to it, this does work but this will allow players to go through walls as nothing is checking if a wall is in the way, as i do not know the game you are making this may be what you want, but if you wish to avoid this you could when you wish to “blink” you create a raycast starting at PlayerPos and ending at PlayerPos + Vector, run that ray cast, if it hits nothing you are fine just move the player, if you find that ray has hit something, you can change the players blink target to be the position of the target you have hit, making it act as if they stopped due to blinking into the object
Just to make sure I’m understanding the physics right, the getVelocity theoretically would give me the total direction that the player is moving right? The intent is to blink in the direction I’m moving.
Just to clear things up a bit, the GetVelocity function should work on players but currently doesn’t - thanks for finding it! The lastPos - currentPos diff is the best solution for the time being, but we’ll be looking to fix that original issue so that GetVelocity() will work on player entities
Something you shouldn’t be able to call since the player velocity is driven through their built-in input system. You can use the SetMoveOverride() function if you want to force player movement. As part of that same bug though we’re going to add a better error/warning message if you try to use SetVelocity on a character