There’s an action to stop an object that is being affected by movement forces, but that doesn’t cover the platformer object.
When my inventory or notebook is opened by the player I deactivate the platformer behaviour on my protagonist, set his animation to ‘idle’ and set his current h-movement speed to zero. When the inventory is closed and platformer behaviour is reactivated, my character does a little kick, because he carries some of the forces that were affecting him when the player opened the inventory/notebook (this issue doesn’t happen if the character was idle when the inventory/notebook was opened). There is no way to completely neutralise the forward momentum, to truly stop him as if the player wasn’t pressing left/right before the platformer behaviour was deactivated.
My workaround is to delete and recreate my protagonist, having first captured his position and animation frame so I can apply them to the new instance. I use this fix in many places in my game, and have to bypass it and find other workarounds for any particularly bespoke work in some scenes.
Having a ‘remove all forces’ or ‘stop object completely as if the player was pressing nothing’ type action for the platformer object would be very useful and save a lot of multi-action workarounds to disguise the problem. Thank you.
Edit: I have experimented with the platformer behaviour’s settings: aggressive deceleration, max h-speed, making gravity crushing (and my protag can’t jump anyway!), but I cannot stop the little kick caused by pent-up forces. To summarise that again: if the player is pressing left or right when platformer behaviour is deactivated - AKA if he was walking/moving - he will do a little kick when it is reactivated.

