Checkpoint Throwing Off Impulse
I have a checkpoint set up to activate an impulse string. Basically when the checkpoint is triggered it causes a “cannon” to launch a ball with some noises and whatnot. Everything works as it should when I activate physics in editor or when I restart from that checkpoint while testing. However if I newly activate the checkpoint when coming in from the previous checkpoint the cannon fires as it should, but the ball starts several bike lengths out of the cannon and it throws the timing of the sound effects off. Originally I had it set up to start via area trigger before I found out that you could have the checkpoint trigger it. I have all prior impulses set to turn off so I don’t think something else would be active and effecting it.