How do I add a linear, forward acceleration force to my character separate from the controller input? (Without physics/AddForce/MaxWalkSpeed)

I want to have an input assigned to a ‘boost’ that propels the character forward at an accelerating rate. This should limit the turning radius. It should behave similar to a car hitting a ‘nitro boost’ or something like that. How do I do this using C++ programming? I’ve tried AddForce() but friction makes it undesirable. Reducing friction to zero makes it too slippery. I tried ApplyRequestedMove() but I couldn’t get it to work. This seems like it should be simpler than it is for me right now, what could I be missing? Thank you for your time and help.

*Update: It seems AddMovementInput() with a constant value is the only way. Could I dampen the inputs of the player and only have this reach maxwalkingspeed? I’m still working on it.

That was the answer. In Tick(), I applied AddMovementInput() with a value of 1.0 and increased the max speed with acceleration while dampening the values passed in the MoveForward and MoveRight functions by dividing it by 20. Simulates the wide turning radius and high speed I was looking for.