So I setup my animation blend space for my character’s movement, it has an idle, walk, and run animation with the speed set from 0 to 600 (idle is zero, walk is 300, and run is 600). When the character is running it will use the running animation, but when I toggle to use the walking speed, it keeps using the running animation, but with the walk speed. I had this problem with sprinting and the only solution was to make a new blend space dedicated to it, but that seems redundant to do between what is basically walking and jogging. Does anyone know what I’m doing wrong?
What do you mean with “I toggle to use the walking speed”? Also, what’s the character’s max speed? If 600, then the 300 and 600 marks are too high.
I made a button input to toggle the characters max speed, so for example I hit caps lock, and it caps the speed at 300. The max speed for the walk/run blend space is 600 yes, what should I set it too if those numbers are too high?
So, you want to toggle between walk and run? Can you show us how you doing it?
The code seems ok.
When the character is running it will use the running animation, but when I toggle to use the walking speed, it keeps using the running animation, but with the walk speed.
This means that the toggling is working. The problem must be in the animation BP. Something must be preventing the transition from Run to Walk. Did you have set something special in there?
The only thing I can think that it would be is that the walk and run share the same state and blend space. So I guess I’ll just separate them, thank you for the help though it is appreciated.
How do you feed the speed value to the blendspace?
You need to: 1) Get the character velocity by Event Blueprint Update Animation in your Animation Blueprint; 2) Feed the velocity to the Idle/Walk/Run blendspace in the State Machine.
Setting max walk speed is not enough. You need to transfer current speed to the blendspace.