Add IsRunning to FortCharacter

Currently, FortCharacter only gives us the player’s walking state, such as standing still or walking… But running isn’t specified, and even using this event + InputTrigger, it’s not something that works 100% of the time, since players can choose to Hold Shift to run, or Toggle Shift to run.

The problem with this is that I can’t make mechanics like hiding VFXs when running, hiding custom targeting huds, or even a fake sound detection system, with the running player causing more noise.

Please Epic, it’s something simple that would help us developers create custom behaviors through sprinting.

fort_character.SprintedEvent()?

Otherwise perhaps you could check every X ticks for their current position; if they moved more than Y distance in that time, then break stealth / do noise markers etc?


PS. Dont forget that accessibility options mean anyone can turn on noise indicators by default.

@Hicsy Sprint and Tactical Sprint are two different things… I think that what @ERK_TOWERS means is the Tactical Sprint, and what he mentions as walk is the actual Sprint. (On windows normally sprint is the default but you can toggle walk with a configured keybind, other platforms or special keyboards are based on input power to define velocity, having walk as default instead of sprint)

But, talking about the entire thing, the character movement and anims are not fully related to their states, the animations that play during game is purely visual and does not affect “states” on the player.

While some behaviors (such as crouching or aiming) are real states with on/off values in the game logic, the movements and animation engine in Fortnite is much more complex, for example, on consoles, mobile, or computers with force-sensitivity keyboards, there is not only on/off states but hundreds of variable speeds between “walk” and “run”.

Some of the animations that the fort characters plays is related to the movement speed and not actually real states inside the programming. You can even check this by doing tests such as increasing/decreasing max movement and seeing the anims changing (even with/without sprinting keys pressed or player changing movement in general).

The SprintedEvent() currently on verse api, is the “Sprint” movement (the one that exists since chapter 1, that is currently the default speed). The “Tactical Sprint” is the new dash that consumes energy that was added on chapter 3. But even the energy, is not related to the tactical sprint at all, is part of a entire new mechanic related to many other stuff…

The same with lots of other states, such as sliding, the old crouch+sprinting and so on. Many are just animations not based on pure states that the client plays and changes based on velocity and other movement vectors. That’s why many “side effects” exist related to it, such as running against a wall affecting stamina, weird transitions between anims and even movement related devices affecting how the anims gets played. Even combining different item behaviors can lead to a broken “mix” of animations at same time. (Then, ever if we had methods to listen it also would not be fully accurate to track)

In short, Fortnite does not exactly track states for all movement variations the way you think, and due to that is hard to just say “now the character is on state X”, “now the character is on state Y”. This is why the current state detection on the fort characters are limited, not only in verse but on other 1.0 devices too… Some of these “states” are just client animations for smooth gameplay visuals based on speeds or vectors, much more like a grid graph of current speed x modifiers.

If you want some information about movement, values or other desciptions, there is pages like this (Movement | Fortnite Wiki | Fandom) that provides some information if you want to keep track of the speeds, but take a note that it is not fully accurate (due to what I said above and possible adjustments by epic)

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