How Do I Make My Character Perform A Short Run Whilst Being Locked Into The Animation?

Hi everyone. I’m trying to make a Prototype using 2D Sidescrolling BluePrints and need some help.

I want my character to be able to run a short distance when I press the assigned button on my keyboard. The distance and duration will be short. Something like half a second. Whilst the character is running, I need all other button presses or movement options for the character to be locked out, so he can’t jump, punch, stop, etc. Just like in a lot of Street Fighter games, where you douple tap forward on the d-pad and the character will do a short hop forward that they are unable to cancel once executed, except I need mine to be a short run rather than a hop.

I spent the last two days scavenging the forums and found lots of threads with similar questions being asked but after trying them out myself, they either didnt have the desired effect or I wasnt able to get it to work. I would really like the run to be activated by a double tap but I found the most failure when trying to use that method so, I’m willing to just settle for a dedicated button for it if thats much easier to set up. Also, I’m relatively new to Unreal Blueprints so if you guys have any ideas to share, please consider that I’m still learning! Providing screenshots of a node set up and a nice explanation on why the method is good when compared to others would be a godsend!

I would probably look into the Launch Character node for this. Have a look at this YouTube tutorial series on melee combat system setup. (Link drops into the series at the point where he starts talking about melee combat itself.)

Thanks for replying. I could be wrong but I watched the whole video and it seems like a lot of the content is very specific to 3D games and not 2D, which is what I’m working on. I’m less focused on melee combat at the moment. I just want my character to run for half a second in the direction he is facing when a button is pressed.

I’ve made some progress since I posted this question. This is the blueprint set up i have currently

So here, when I press the X key on the keyboard, the character suddenly boosts forward (which is the desired result) However, they only go into the run animation after the velocity has ended. So he slides forward in his walk animation and then enters his run animation once hes stopped sliding forward…

:frowning: