Sprint Blueprint Issue

Hey Everybody! Ive been browsing the forums all morning trying to sort this issue out. Below is my blueprint. I have everything working but the sprint function and when I run a string function I get the correct outputs from everything. It’s almost as if the character movement node is just refusing to update the numbers. Please help!!

http://postimg.org/image/twvvws3w3/

The character moves at the same speed and the animation doesn’t change. So it appears that the blueprint for sprint is just not doing anything.

Looks OK to me. What is the result you get? Is it actualy moving with the same speed or just the animation doesn’'t catch up?

Seriously, your blueprint is okay as it is. I have a sprint blueprint, which does exactly the same thing (just a bit more complex, since I included a sprint meter in my version). In fact I just created a new project and copied your blueprint to check and it definitely works on my end. As long as I hold down shift I can sprint.

You probably encountered some sort of bug. Try loading up a new project and see if that fixes it. Also, what version are you using?

Just doing a little bump on this because I really need to get this sorted soon :slight_smile: Sorry!!!

Thanks for your answer. We just tested out on another project and its working. What hassle! Haha. Thanks again.

Ok little update. On applying the run animation to the blendspace on a different project it appears to have broken the ability to shift run again.

We’re using version 4.7.0 Preview 8

We aren’t using Root Motion as far as we know. The box is not ticked.

We have Root Motion from montages only in use

Are you using root motion by any chance?

I’m pretty sure you have your AnimBlueprint set up in “Use RootMotion for everything” mode and your animation has a root motion animated. This is what limits your ability to sprint, because now your character is driven completely by animation.

Turns out that its just an editor glitch. Once run in a standalone packaged mode everything works.