Sorry for the upcoming wall of text
Thank you so much, I can’t believe it was that simple. After checking out your example, here’s what I changed with mine:
I’ve added the initialization event to initialize the starting point like you suggested, something I originally thought had to be set up in the action, not the doPreStepEvents. I never would’ve guessed this in a million years, but it works perfectly!
Also, thank you for pointing out I was setting up my booleans incorrectly, I was just using simple toggles, not actually checking if the properties were set to true or not. As a result, my booleans are working in ship shape too.
I DID run into one minor error along the way, but I was able to figure it out.
Creating objects and moving them works flawlessly, but in the event where I may have to apply this behavior to an object already existing on the scene (Like an enemy that tries to jump on you for example), things don’t work out as planned.

As you can see here, when the scene loads, the two objects I have loaded in at the start instantly snap to coordinates 0,0 for whatever reason, likely because there aren’t any values for StartX and StartY yet.
Once I click, both objects snap right back to the spots I originally put them in and function seemingly normally. However, if I click again either when they stop or mid-flight, they snap back to their starting positions. My hope is to make it dynamic so that they take their CURRENT position and jump from THAT spot instead of snapping back to where they started.
I tried removing the Trigger Once initialization, and it DOES make the object move dynamically, but unfortunately, that causes the weird fast arc and slow falling again.
Instead, I tried to use an initialization variable like you suggested. In addition, I added another boolean check that turns the initialization off when the code is re-run:
And now, it’s working ALMOST perfectly. The object now actually jumps dynamically from it’s current stop exactly how I wanted it to…
…BUT it still snaps to position 0,0 when the scene starts up.
I tried to make an OnActivate event that is meant to try and save the current position on loading the scene or activating the behavior, but no such luck, it still snaps the object to 0,0:

(There are two objects in the scene btw, they’re both stacked on top of each other)
For objects placed on the scene when it starts up, how can I get the objects to STAY in the spot I put them in the editor?