Character skips walk animation, plays running animation at both walking and running speeds

Hello!

In the meantime, I managed to fix it. The issue lay in the the Event Graph of the Animation Blueprint. When getting the speed, I had set the function to VectorLength Squared instead of just * VectorLength*
Once that was done, the blendspace and the sprint system started working correctly.

Thank you for the advice, however. Your answer helped me fix another problem linked to the default speed.