Hey @Pupuludupu!
In that case, first you need to set the movement mode to flying like this:
(You can access this setting by clicking on the Character Movement Component on the Components window at the top left, and then navigating to the Details window at the top right while having it selected.)
With the movement mode set as flying, the character will slide by default. To prevent that, simply set this setting of the movement component to a very high value like this:
Once that’s done, you could trigger the vertical movement like this:
But:
Like you said, because one scroll of the mouse wheel is not continuous unlike a button press, we’d need to keep triggering the vertical movement for a little bit on every momentary input like this:
Double click on the timeline and set the length to a very small value like this:
To adjust the intensity of each scroll, you can adjust the Breaking Deceleration Flying
that we already went over or the Max Acceleration here:
Though keep in mind that you’ll see the affect of this setting on the horizontal movement as well. And no, multiplying the Action Value of the IA won’t work. So there really isn’t a way to adjust the intensity of the input without affecting anything else.
As I explained earlier, binding a mechanic that’s supposed to be continuous to the mouse wheel would cause such issues due to it’s nature. I’d recommend using the E & Q keys or the mouse forward & back buttons for that purpose.
The movement component handles that Even if you use separate IA’s for movement with separate Add Movement Input nodes for each, the character’s max walk speed won’t be exceeded on diagonal movement!
With that being said, the movement component actually has a behavior which is enabled by default, that speeds up the character on slopes. You probably didn’t even notice that but I think you’d also want that disabled. To disable it, you can uncheck this checkbox that you can find under the details of the movement component:
Hope these help!