/** Set a pending launch velocity on the Character. This velocity will be processed on the next CharacterMovementComponent tick,
* and will set it to the "falling" state. Triggers the OnLaunched event.
* @PARAM LaunchVelocity is the velocity to impart to the Character
* @PARAM bXYOverride if true replace the XY part of the Character's velocity instead of adding to it.
* @PARAM bZOverride if true replace the Z component of the Character's velocity instead of adding to it.
*/