AddMovementInput scale ignored?

Hey guys, I made a sprinting system that will only increase forward momentum. But this was done through modifying the value of AddMovementInput’s scale input. During my testing i realized that even with a hard-coded value in place, the scale input of AddMovementInput() is just ignored. Same goes for BP. Can someone tell me whats going on? Or I just have to make my own pawn? Answers pls :smiley:

Here is the corresponding code:

// Handles relative X axis movement
void ADHCharacter::MoveForward(float Value)
	if (IsAcceptingInput() && Value != 0.0f)
		bIsMoving = true;

		// Get control rotation
		FRotator Rotation = Controller->GetControlRotation();

		// Zero out pitch and roll
		Rotation.Roll, Rotation.Pitch = 0.0f;

		// Cache direction
		const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::X);

		// Add movement to direction
		if (bIsSprinting) AddMovementInput(Direction, Value + (AdditiveSprintingSpeed / WalkingSpeed));
		else AddMovementInput(Direction, Value);

		bIsMovingForward = Value > 0.0f;
	else if (IsAcceptingInput())
		bIsMoving = false;
		bIsMovingForward = false;

Not sure for certain without seeing more things, but your charactermovementcomponent’s max speed is probably being hit, so you can’t go any faster.