Changing MaxWalkSpeed, Deceleration problem
I'm in this situation. I have a character derived from ACharacter. This character has 3 states: Idle, Walking, Running. I have implemented a simple state machine that changes the MaxWalkSpeed depending on the state the character is in. Everything works as expected, but there is a slight problem. When the character transitions from Idle to Walking or Running, it accelerates slowly as expected and the animations blend as expected. In other words I get good blending when accelerating to a higher speed. The problems is the other way around. If I decelerate I get no blending. For example, the character is in Running State, I press the toggle Walk/Run button, the character enters Walking State so my MaxWalkSpeed goes from 550 to 220, but the deceleration happens instantly so my animations don't blend nice. I tried playing with the settings of the CharacterMovementComponent, but I can't seem to make it work. The wanted effect is the deceleration to be the same as the acceleration, so the animations blend nice. I can always write my own version of acceleration/deceleration logic, but I want to use the CharacterMovementComponent, because I believed it should cover this scenario. I'm writting this question for tips. I have atteched my CharacterMovementComponent settings as an image.
asked Apr 12 '17 at 10:19 AM in Using UE4
In my Project, i use the MaxiWalkSpeed value to adjust movement speed, and i get a nice blending from MaxiWalkSpeed=200 to MaxiWalkSpeed=0 I only modified the "Ground Friction" Walking "braking deceleration Walking" and other unrealated stuff
Your "braking deceleration Walking" seems to be very high, maybe adjust that. In case you have not tried it.
EDIT: My settings:
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