Everything that Kizaru said is correct other than one thing, which is about the leap thing, while technically fixing the direction to forward and upwards would work, for 1 they never told you to use World Vector Of so the Vector wouldn’t have even been relative to the Event Player & 2 there is just a much better way to do it in terms of recreating the ability mechanics.
You can do Direction From Angles which takes a horizontal & vertical angle separately, then for horizontal input do Horizontal Facing Direction Of(Event Player) & for vertical input you can do Max(30, Vertical Facing Direction Of(Event Player) + 20) the 30 makes it so the impulse angle cant be below 30, and the facing + 20, just makes it do slightly above the angle the user is facing.
you could also do the Max(30) on the direct angle instead of the added angle and the result would be slightly different but not by much. Max(30, Vertical Facing Direction Of(Event Player)) + 20
of course the 30/20 values will more than likely need tweaking to match the results you want, but the base idea is still simple & effective. this is exactly how I’ve replicated his leap in the workshop a few times and it works like a charm.
also if this doesn’t work try Min instead of Max, -30 instead of 30 & Subtract 20 instead of Add 20, i know something uses negative angles for up but i cant remember if its overwatch or another game, if it is overwatch then you should do something like Min(-30, Vertical Facing Direction Of(Event Player) - 20)