How to access ApplyRequestedMove in blueprints?

Hello, I’m trying to convert a C++ function from character movement into blueprint but having trouble reading it

I’m trying to get

if (ApplyRequestedMove(DeltaTime, MaxAccel, MaxSpeed, Friction, BrakingDeceleration, RequestedAcceleration, RequestedSpeed))
{
RequestedAcceleration = RequestedAcceleration.GetClampedToMaxSize(MaxAccel);
bZeroRequestedAcceleration = false;
}

into blueprint form. I have no idea how to access ApplyRequestedMove if its even possible in blueprint

I did not find anything like that, or similar, what are you trying to do? to see how it can be remade in BP

Hello,

This is taken from this: PBCharacterMovement/PBPlayerMovement.cpp at master · ProjectBorealis/PBCharacterMovement · GitHub.

This specific section I’m looking at is the UPBPlayerMovement::CalcVelocity which is line 1091

is inside the Calc velocity node in BP you can’t directly access that specific part, so what are you trying to do or what do you want that function for?

There is some good info here on what is happening in that function. I’m not good with C++ and the plugin doesn’t work with 5.0 as far as I can tell. So I’m trying to replicate that specific section into blueprints