"Jumping" causes an increase to X, meaning forward. Wouldn't it be Y meaning upward? I'm assuming there is some negative gravity that constantly pulls you down as would be typical of a flappy bird style game.
I get the forward launch velocity. Stage start, characters x is increase by velocity per cycle ~> direction. Pressing Space to "Jump" or more accurately, flap upwards would cause a character Y coordinate to increase by predetermined "flap gain" amount. Obstacle collision I assume is handled with-in UE so no need for any manual collision detection.
I started a bit of my own "Physics Model" in Processing on Khan Academy a while back. It's not perfect. But considering my experience was Zero when I started and I was trying to use actual physics formulas (Inelastic collision of two objects) to handle reaction, I think I did fairly well. The entire thing was based on using PVector's to manage all the methods. IE: Gravity was a vector, velocity was a vector, friction was a vector etc etc.
https://www.khanacademy.org/computer-programming/pvectors/4954518516465664
I also did something where I created from scratch using nothing but rectangles and ellipses a bit of a "bubble" farm. Attempted to give it an underwater appearance and threw layers on the bubbles for a 3d appearance. It's not a game, just something shiny for me to look at.
https://www.khanacademy.org/computer-programming/bubbles/4863237360517120
That was probably my two most meaningful contributions to the KhanAcademy world before I got bored of the processing language which was quite limited in their website.
I also took someone elses started project and built onto it.
https://www.khanacademy.org/compute...ll-barrel-wbullet-correction/5555173486559232
There's a prime example of my crappy square ellipse style art haha.