Disable sprint key (F) while in Triggerbox

Tiny side question:
Gotta cap max FlySpeed too.

Falling, jumping speed should be the same as 100 Walk.

Should I just create a float with 100 and connect it to…? EventGraph or Construction?

If it’s the same as water then just keep everything and rename the variable into something just more fitting for both.

I recommend looking into movement modes if your game has multiple modes like swimming and flying.

For what exactly?

Thanks. EventGraph or Construction?

Setting the speed of jumping/falling. (I plunge on the seabed with normal speed, and jumping underwater is at normal speed too)

Ah, getting there. I’m a beginner as a side note.
(If I can’t do it, i would be thankful to see the nodes)

There are the nodes that define the sprint, which confuses me right now, though the jump and fall has nothing to do with F.

If jumping speed differs between modes (land and underwater) then set it up exactly like we did, just add an extra node after setting max walk speed to set the jump speed.

Anything that changes during gameplay should be added in the event graph, construction script is just for design purposes.

So far I could set a gravity scale when underwater. No clue if it’s really the FlySpeed that slows the air time and fall down?

Any idea?
Google’s not specific enough right now.
Raising the Jump Z velocity just makes me rocket out of the water, this doesn’t make sense.

The only 0815 alternative would be to lower the Jump Z Velocity and raising the Max Jump Counts, so that the player can hit the space bar more often, to dive up with each hit. But, meh, what’s that. lol