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Get Acceleration node not working with custom character movement

![alt text][1]

Hey all! I am trying to make a system where your acceleration is lowered when you first start running, and after you get a certain velocity, acceleration is increased (Not sure if it works in this state) The problem is, i'm using a custom character component, which does not work with the acceleration node even though It's almost identical to the basic 3d pawn otherwise. [1]: /storage/temp/249784-oh.png

Product Version: Epic Games Launcher
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asked Aug 08 '18 at 05:28 AM in Blueprint Scripting

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The Bonk Batter
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avatar image The Bonk Batter Aug 09 '18 at 08:38 PM

Or is it impossible?

avatar image The Bonk Batter Aug 10 '18 at 07:16 AM

To have a slow start up, or custom gravity... Well, This is what i get for using blueprints.

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You probably need to get a reference to your movement component and pin it in there.

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answered Aug 10 '18 at 08:26 AM

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avatar image The Bonk Batter Aug 10 '18 at 08:48 PM

Yeah, probably. How would i do so? Using a cast node?

Okay, so cast does not work. It's still not compatible. Would i have to make my own get acceleration node for it?

bump because i am impatient, but thanks for helping :)

![alt text][1]

Yeah, This is annoying. [1]: /storage/temp/250431-oh-my-god-help.png

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avatar image HarryHighDef 4 days ago

What is the type of your movement component?

It's a "Custom Movement Component", Inherited from C++, Introduced in custom pawn and non-scene component. Does that help?

avatar image HarryHighDef 3 days ago

You should be able to drag off the cast node and type "Set Max Acceleration" is should connect.

alt text Apparently not, for some reason.

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