Physics based knockbacks (they all are physics based currently) work correctly only when target character isn't walking. If character is walking, knockback seems to be much much weaker and knockback direction is sometimes wrong.
This makes knockbacks much weaker and less predictable.
Physics based knockbacks (they all are physics based currently) work correctly only when target character isn't walking. If character is walking, knockback seems to be much much weaker and knockback direction is sometimes wrong.
This makes knockbacks much weaker and less predictable.