The platformer behavior is great with its many functions, but one issue that I see is momentum transferring. When the platformer behavior is set to "disabled" via events while the object under the influence of the behavior is moving, said object stops. Simple. Then, enabling the behavior again, a small bit of movement carries over from before the object's platformer was disabled.
This is a big issue for platforming games that rely on pixel-perfect platforming after preforming events which require platforming to be disabled (personal experience, this is why I'm writing it)
is there a way to implement a "stop" feature where any momentum gathered before is voided? If so, I'd appreciate either a fix or some help with making a makeshift momentum stopper.