I’ve been looking through various answers to this and I think I’m getting stymied by the terminology somehow.
In every RPG I have ever played – in the era I love most, SNES – movement has always been a constant. There is no slow acceleration to get up to speed, it’s only two states, moving or not moving, and if you’re pressing the D-pad then you’re moving and if you’re not pressing the D-pad then you’re at a full stop. (Well, with the exception that a lot of them are grid-based, but since I’m currently mimicking Earthbound that isn’t a concern.)
How do I achieve this with Unreal?
I’ve got my Paper2d setup (still trying to figure out how to make it move up and down, but at present I’ve got the guy walking left and right and stopping if you let go of the keys. Not sure it’s a full stop immediately, might be just deceleration that’s so quick I can’t tell the difference, but at least he’s not sliding along on ice like he used to be. And the animations are working correctly based on direction, at least when I’m moving (it still pops back to right-facing idle when I’m not pressing buttons, but that’s the least of my problems).
But when I press the left or right buttons, he slowly, very slowly, moves up toward maximum speed.
Not only that, but some of the “answers” I’ve run across have talked about setting a minimum walking speed, and I can’t even see how to do that! Lots of maxes, NO mins anywhere.
Please help me figure out how to do this! The “change numbers and see what they do” approach has been amusing a few times, but after an hour it’s really wearing thin.