Hello, I’m working on a game project for a class and I’m implementing a really weird movement system. Essentially you lift the left leg with the left mouse button and the right leg with the right mouse button and then move them with mouse movement. Currently I’m implementing this with an IK rig and a timeline. The player can move the legs but due to me reversing the timelines they always go back to their original position. I was hoping to find a way to permanently displace the IK rig goal positions during run-time thus moving the player like that but I’m not sure if that’s possible since I haven’t been able to find any method to do that online so far. I’m kind of stuck on the project and can’t really make any progress until I get this working. Any input on how to get this system working or ideas on a better way to implement it would be much appreciated, thank you.
Timelines being used to raise and lower feet.
Moving the legs with mouse movement (Only forward and backward for now but it’ll basically be the same code for side to side)
Animation blueprint, it gets edited from inside the character’s blueprint
Super simple IK Rig, Only the foot movement matters for now so no other IK Goals

GIF of movement so far. Resets whenever I release.
Hi there, welcome to the community,
Q : Is it possible? Yes it is possible, procedural movement heavyly used maybe not exactly yours but similarly.
About your logic, is quite right but there are missing things.
You should divide your logic as
----- >LegAnchored->LegInTransition->LegContact-----
<---------------------LOOP-------------------------<
State : LegAnchored : So while you standing LegAnchored state and each LegR and LegL has a Vector Location In World. Lets call this LegL/RAnchorLocation
State : LegTransition : During this state you play timeline or do the translation from already achored location to destination. We don’t know destination yet (or maybe you calculate).
State : LegContact: During timeline update linetrace -Z direction from foot socket and upon contact, set LegL/RAnchorLocation with the impact location from trace and set. If you want to go with timeline thats ok too, you can consider timeline end as contact. However line trace is better since in gameplay context you won’t always hit a walkable position sometimes.
If you go with this logic even you leave input it won’t reverse position cause you reached a new position and set it. If you let go button before that as expected it should return back. On your existing logic also you can do this on end by setting goal position as origin.
Additionally you can have some checker functions like CanStep() since I think you don’t want to step both legs at the same time.
There is quite a tutoria like thisl about this on youtube which can be helpfull, if you search procedural animation unreal you will get a lot of sources.
Just an observation; you’re telling the timelines to reverse when you release your input action keys. So, you should probably disconnect those pins, for starters.
I believe this should help me a lot in figuring this out! Thank you! I’m not an animator at all so I’m not sure how most of the animation process works but this seems like it’ll be good.