GASP-ALS: Gradual increase to player speed (walk to run to sprint)

Hello, this is my first questions to the forums as I’m a bit of a new user to UE5. I’m currently using a community implementation of GASP-ALS as a basis for my movement (specifically this one.)

I’d like to move away from toggling walking / sprinting to instead have a system where the player starts at a walking speed, then gradually increases speed to running, then sprinting. Since this pack has animations hooked up to those states already for blending, I was hoping to find a way to make a blueprint system where speeds would be recognized and animations for those states would play.

Any help would be appreciated. Thanks!

Since the GASP-style animation blueprint selects walk/run/sprint mostly from the actual velocity (and the gait enum), the simplest approach is to ramp the Character Movement’s Max Walk Speed over time instead of toggling it. Keep a “TargetSpeed” float: while movement input is held, increase it each Tick with FInterp To Constant (e.g. 150 units/s toward your walk → run → sprint caps), and reset/decrease it when input stops. Set CharacterMovement → Max Walk Speed = TargetSpeed every Tick. Then set the Gait variable from the speed thresholds (e.g. < 250 Walk, < 500 Run, else Sprint) so the anim BP and motion matching database queries pick the matching animations. Make sure Max Acceleration and Braking Deceleration are not so low that the character lags behind the target speed, and if the template overrides speed through a gait-based curve or data asset, edit those per-gait speed values rather than fighting them in Tick.