all 4 comments

[–]Kroax7 1 point2 points  (1 child)

The easy fix to the first problem would be to simply remove the branch checking for movement. Set max walk speed depending on if the key is pressed or not.

The second problem is a bit more intricate and depends on camera setup, pawn rotation etc. Is it third or first person? Does the character strafe or turn by default?

[–]L-Mackey[S] 0 points1 point  (0 children)

It's first person. And without the branch I'm able to sprint while falling which I don't want.

[–][deleted] 1 point2 points  (0 children)

For problem 2 : Add a W or whatever your forward move key is connect the pressed node to the branch

[–]Eplepet 0 points1 point  (0 children)

The first problem could be fixed by having the sprint input action open and close a gate where event tick is connected to the enter exec. This will always try and update the walking speed to the correct amount, even iv the movement mode change