I have somehow discovered a “workaround”:
- Be sure you are using the animation blueprint
- Go edit the animation blueprint (in case you are using ABP_Quinn u’ll se that you must edit the parent one (the ABP_Manny, the male one)
- Somehow the Get current acceleration returns always
false
- So simply cast to your custom character BP, on cast failed leave everything untouched. On Exec just checks the groundspeed
This is not a solution for me, it is a workaround.