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How to toggle running for the character?

I succeeded in creating an FPS controler from scratch, the image below shows how I did it, and I commented the keys for better understanding.

But now I want to make it run. The base value for walking forward is 1, an I want to increase it when I press shift.

So I created and InputAction set up with Left Shift. But I don't know how to proceed. I need something that changes the value of Scale Value in Add Movement Input based on InputAction Run. I don't even know if it's possible, or if I have to change the whole thing around to make it work.

My idea was to use a boolean system to detect wether shift is pressed and change the value based on that. Having the 2 values set as float variables.

Any ideas how to do this?

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asked Jun 21 '14 at 12:27 PM in Blueprint Scripting

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SuIXo
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4 answers: sort voted first

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answered Dec 13 '16 at 10:37 AM

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endbored
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are you looking for "maxwalkspeed" inside the character movement component? just set that to the value you specified in your blendspace max y value for running

if you want to make it quick and simple you can subclass from character instead pawn, add a camera comp, leave the skeletal mesh empty

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answered Oct 26 '15 at 07:58 AM

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makai
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See if the dodge and sprint implementation works for you, its at the bottom.

https://forums.unrealengine.com/showthread.php?10381-Blueprint-Helpful-BP-Functions

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answered Jun 21 '14 at 01:09 PM

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Shoiko
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avatar image SuIXo Jun 21 '14 at 02:00 PM

That's way too complicated for me. I'm just an artist trying to make a walkable camera to get around the map. I have little knowledge of programing.

I understand some of what he does, but it doesn't really help me. There seems to be a lot of custom functions, and I don't know how they are made. He also blends everything together, uses stamina, and other variables that looses me.

There are a couple of interesting things like "Branch" and "Compare Float". I'd have to look into it. But I don't know how to express booleans. Sometimes I get errors saying they are not compatible, and I don't know why.

avatar image Shoiko Jun 21 '14 at 02:08 PM

Understood, would a simple blend space help you? Have you seen that unreal tutorial?

avatar image SuIXo Jun 21 '14 at 03:38 PM

You mean the one where it starts as third person template and uses timeline to blend between the animations? I've seen that. But in that case the inputs were already done, it only explained stuff about animations.

avatar image Shoiko Jun 21 '14 at 04:05 PM

The inputs are simular you can match and compare to what you have as well. The examples show very good ways to learn.

avatar image SuIXo Jun 21 '14 at 04:53 PM

Can you post a link to the video to be sure it's the one?

avatar image DJMidKnight Jun 21 '14 at 05:22 PM
avatar image Shoiko Jun 21 '14 at 05:23 PM
avatar image SuIXo Jun 22 '14 at 11:27 AM

Nice thanks, I'll see if it helps.

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You could do a branch that if shift is down (make a variable for the run input that toggles on when down and off when up) then it multiplies the value of scale value where if it is false keep it the same

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answered May 24 '19 at 11:35 PM

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DETERMINATOR20
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