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Dynamically Scaling RootMotion?

Well, I need to dynamically scale movement from RootMotion in real time. (For instance, when a character is inflicted with a slowed status.) Is there any possible way to do this without rewriting the unreal engine?


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asked Feb 03 '15 at 11:42 AM in C++ Programming

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avatar image KillerPenguin Feb 04 '15 at 12:42 AM

ps. I found this UMovementComponent::GetMaxSpeedModifier(), but it seems to always return 1 with no option to replace the number.

(Have no clue if it does affect the root motion's movement or not either.)

edit guess not (https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/UCharacterMovementComponent/CalcVelocity/index.html)

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