How can you interp/lerp a player's current velocity to a desired velocity?

I’ve got this blueprint here that calculates a new velocity for the player. However, right now it’s setting the velocity and I’d like it to instead smoothly transition from the old velocity to the new one.

But I’ve been testing it, and while the velocity vector changes the player does not move. If they’re already moving, their velocity gets set to zero.

The False path works fine, instantly setting the velocity, but the True path does not.

You’re using CMC so Lerp Max Walking Speed over Time. You can do this with a Timeline quite easily.

So is Max Walking Speed the same as current walking speed?

No, but due to the high acceleration value, it seems like it is.

You can either do what @Rev0verDrive has explained, or lower the acceleration by clicking on the Character Movement Component from the Components window on the top left, and navigating to the Details window on the right side while still having it selected.


Unrelated to the Topic

Hey @Astrotronic! I think I figured out when this happens. Whenever we try to quote the entire post of a user, the quote is not included in our posts, plus it shows up as edited. We can add it back in by editing the post tho, and that shows up as the second edit. I finally connected the dots after I encountered this bug for the third time.

Sorry if you’re not the right person to notify, was just hoping you could forward this to whom it may concern.

Thanks in advance!

No. Velocity -> length = current speed (cm/s)

Max Walking Speed is the maximum speed the character can move while in Movement Mode: Walking and not crouched.

Max Acceleration is the rate of change to velocity to get it to Max Walking Speed. Lower values make it take longer to get to max walking speed. But it’s Linear.