When the character only moves forward backward or left right everything is fine, but when the character moves diagonally the movements add up and the character moves faster, how can I compensate for this acceleration?
Keep using an input action with a 2D vector, but recombine it’s struct pin (the X and Y components) and plug that into the world direction pin (if it’s not top down, also take the control rotation into account on this step) while keeping the scale value as 1. That’d mean you’d only be using a single Add Movement Input node.
Hope this helps! ![]()
