how i make float move from 0 to 1 smoothly because i want to make car turbo and when releases make bov sound

You’d need an actor/pawn for your car. You’d have your input bindings there. I’d recommend moving to UE5 as it’s simpler to do with Enhanced Input. You’d have to watch a tutorial. It’s more than I can describe here, but is really easy once you’ve tried it. Or you can just track the input directly to get you started and store the value in your car actor.

Add a UAudioComponent to your car actor and add your method to your car actor that is called from the Tick() function IF turboIsActive is true.

There’s UAudioComponent::SetPitchMultiplier() to change the pitch.

You could also derive UAudioComponent (call it WooshComponent) and add the Update code to your Tick() method directly. Just put “if (!turboIsActive) return;” at the top. The Tick() method has your delta time, but it’s time between frames, not total time as your method seems to want though I’m not certain that’s correct either.

Also, this is sketchy code
if (verticalInput > 0 * Time.deltaTime)