When you change a pawn/character scale at runtime, all the wasd movement breaks.
Sliding feet, etc.
I tried to check “scale animation” in blend space - that “kind of” solves the problem of changing speed at runtime but not scale.
using the unreal 4 mannequin:
the blend space goes from 0 to 375 and the max walk speed is 300 if you decrease size 5 times (creating a tiny humanoid, for instance) even if you decrese your speed to 120 or lower it will not work. ==> because the blend space have fixed speed. So the character should be running at this speed - because he is small - but it walks instead.
The only way I’m seeing to solve this (I did not tried… yet) is to change the blend space "width size) and speed points at runtime, I don’t know if this can be done.
Changing blend space points to 0 - 175 and scaling checkpoints to 20% of the scale does solve the problem.
In this scenario blend space checkpoints went to 18.75 for walking animation and 75 for running.
I set also the axis maximum value to 75
I could do this in runtime, but am I missing something here? Is there a checkbox or something to do this? It seems silly that changing character scale breaks animation…
Thanks to anyone who helps!
Paulo