So, normally you cast to the actual blueprint from trygetpawnowner - if you don’t you could potentially have issues.
Second, the velocity is normally derived from the movement component, not the actor/charter itself. GetLastUpdatededVelocity being the usual one.
I checked, this is not an option without a cast and extracting the actual movement component.
Opening an old project just to check what the default for is accelerating is, but I think it’s derived off an animation curve. The reason it’s not triggering could be the same, the lack of a cast / proper connection.
So despite having to move assets out of the folder to get the engine to open and having 20k plus shaders still compiling…
Twinblast anim BP is all predicated on try-get-pawn-owner being valid.
Otherwise the rest of the code isn’t processed. This is the default way the blueprint sets the “is accellerating” boolean:
As you can see by default it casts and uses the movement component.
The cast may need to be updated if you renamed the blueprint. this could be a possible issue as to why the acceleration boolean isn’t set.
Just run the game, set the debug distance within the Debug Filter of the animation BP to the instance you are causing to move with the AI node, and you can visually see where the hangup is.
IF there isn’t any, then the leading cause of the issue is that the skeleton between the used animation and the actual mesh is different. If you used the default twinblast this should not be possible. but it’s something to check on to further debug.
Other then that. I would suggest as i said before to use the cast to set the original speed as well…