Character Movement velocity

Hi, I’m trying to keep my character velocity constant even when colliding with a wall or something.
In the screencap I included I am stuck on terrain but my velocity is still 400 and my run forward animation is still playing (which is what I want).
Normally when I collide with a wall my velocity drops to 0 and my character starts turning/sliding even when I keep my movement direction pressed into the wall.

I’ve been told that this is probably a c++ question and I’d have to edit the character movement component. Can anyone offer any help with this? I’ve been trying to fix this for awhile now, thank you!

No need for C++. All you need is a way to set the speed in the animation BP, other than just reading the velocity from the movement component. Check my answer in Keep Character running forward when colliding with wall - Animation - Unreal Engine Forums.

Wait.

So say you want to walk into a wall at full speed.

What do you actually want to happen from this?

I made a few gifs to show exactly what I’m trying to achieve:

Gif 1 shows my character stuck (what I’m trying to eliminate because this behavior feels awful in playtesting).
Gif 2 shows the exact behavior I want (keep forward velocity, doesn’t rotate the pawn and screw up movement input).
Gif 3 shows the behavior I want again, but my character gets stuck in the little crevasse (trying to eliminate that).

And how are you achieving this in the second image?

It seems like the problem you’re actually having, is the player getting stuck on collider protrusions