Implementing complex movement in blueprints

I have tired to create a pawn moving forward and have done the main part of getting the movement of the pawn in-game with WSAD but the animation for the walking is a scenario where the once leg moves up then pulls the pawn forward, however currently the pawn moves when the leg is rising, this obviously look strange, is there a way to play an animation with the character blueprint and the anim blueprint but not getting the pawn to move when the leg is raising ? ive tried lots of things and they either do nothing or make the pawn stop moving or move with no anims, ive tried delays and casting variables ect but cant seem to get it to work ??

thanks.

Hi bennetherwood,

For context, you are making a character with a sort of stop/go movement like marching or something similar?

Yes, it’s a motion where the pawn pulls it’s leg forwards then keeps it’s leg there, then drags itself using the leg it put forward as an anchor to pull on

There could be a few ways to go about this. One that seems to work quite well is to base your characters Movement Input on a Timeline. You would then adjust the Timeline curve to match your animations.

12676-ahub_shamble01.jpg

I hope that helps, TJ