# Animation stops completely on hitting wall

**URL:** <https://forums.unrealengine.com/t/animation-stops-completely-on-hitting-wall/2716383>\
**Category:** Character & Animation\
**Tags:** unreal-engine, Blueprint, question, blendspace\
**Created:** [April 18, 2026, 12:30pm UTC](https://forums.unrealengine.com/t/animation-stops-completely-on-hitting-wall/2716383 "2026-04-18T12:30:35Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Mastatatoe](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mastatatoe/32/1152947_2.png) [@Mastatatoe](https://forums.unrealengine.com/u/Mastatatoe)\
**Post date:** [April 18, 2026, 12:30pm UTC](https://forums.unrealengine.com/t/animation-stops-completely-on-hitting-wall/2716383/1 "2026-04-18T12:30:35Z")

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So I’m using a blendspace and an animation blueprint to make my player ship tilt in the direction it moves, but when it hits the invisible walls it immediately snaps to the idle position and it looks rough:

I know this is because my blendspace+ABP operates based on the player’s directional velocity, so when it hits the wall the velocity naturally goes to 0 and causes this issue.

Is there a way to keep the velocity while accelerating into a wall so that the animation does not change?

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**Author:** ![SupportiveEntity](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SupportiveEntity](https://forums.unrealengine.com/u/SupportiveEntity)\
**Post date:** [April 18, 2026, 10:30pm UTC](https://forums.unrealengine.com/t/animation-stops-completely-on-hitting-wall/2716383/2 "2026-04-18T22:30:35Z")

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Hey there @Mastatatoe! From a high level, there’s a couple ways to handle this.

You could tie the input directly into tilt instead of velocity, and then you’d always be tilting even when you can’t move in that direction. However this has a few small drawbacks if you need that velocity check for say an “uncontrollable” movement debuff or something similar.

If you wanted to keep the velocity based tilt, then you could store the value as it’s ticking, then slowly rotate back to neutral so the velocity change can’t affect the rotation immediately without you overriding it.

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<div class="post-metadata">

**Author:** ![Mastatatoe](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mastatatoe/32/1152947_2.png) [@Mastatatoe](https://forums.unrealengine.com/u/Mastatatoe)\
**Post date:** [April 19, 2026, 11:52am UTC](https://forums.unrealengine.com/t/animation-stops-completely-on-hitting-wall/2716383/3 "2026-04-19T11:52:37Z")

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the mesh isnt physically tilting in-world, its based on animations

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<div class="post-metadata">

**Author:** ![Mastatatoe](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mastatatoe/32/1152947_2.png) [@Mastatatoe](https://forums.unrealengine.com/u/Mastatatoe)\
**Post date:** [April 19, 2026, 1:01pm UTC](https://forums.unrealengine.com/t/animation-stops-completely-on-hitting-wall/2716383/4 "2026-04-19T13:01:16Z")

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i just changed weight speed to 5.0 on the blendspace and now it transitions a lot smoother
