How to get Acceleration time between Animations

Hello.
Super new to Unreal but familiar with other game engines.
I am trying to figure out how long it takes to get “up to speed” from Idle to Walk. I basically am trying to create a Start animation, but i cant figure out how fast my root should move in the animation asset that matches my capsule in Unreal.

In other engines it was exposed easily in seconds, Not this Max Acceleration that makes no sense to me as a number. Or you can grab a video and count frames and author like that. However the closest i got was “Ticks” but i dont know what that converts into frame wise.

What would the easiest solution be so i can understand and see how long it takes my capsule to get to maximum walk speed from idle in frames or seconds?

Cheers

in my project i just adjusted the acceleration until it matched.

if you need the precision you could use a timeline and lerp to go from 0 to max speed at your desired time range. Could set your acceleration to be really high so that it is basically instant and use the lerp to throttle your speed.

can also gate movement while the startup animation is going. you can do this via anim notifies or just by getting the length of the sequence and using that for a delay or timer to make you either move slower or not at all from the time between animation start and finish.

Hey @Jarvio!

I don’t know offhand if this is exactly how it works but… have you tried to do the math? I’m no physics expert but… I think the Acceleration is measured in cm/s and so is max speed (so default top speed being 600 means 600cm/s or 6m/s).
image
I don’t know if this helps but I hope it points you in the right direction, if you want to get really, really accurate about it. :slight_smile:

Hey Thanks all!
So i came across another Thread.
I think Mind-Brain is correct.

I divided my speed i want to hit 161. by my acceleration of 500. Which then multiplied by 30 for frames 9.66 or either 9 or 10 ingame. when i did that, its nearly spot on.

Now i just need to figure it out for the stop velocity :frowning:

Just a quick bump.

If i want my capsule to accelerate upto 161 speed in 9 frames. how do i reverse engineer the math to set the max acceleration?

My example above is revealing foot sliding, im working in DCC at 30fps so im not sure if i have to consider the frame rate too.

Cheers

Hey @Jarvio!

No, you do not have to take framerate into account, unless you’re worried about animation notifies going out (in which case they may get skipped).

Delta time is delta time, and frames will be skipped to match time when framerate is low. So sixty frames per second is what you should go by: 9/60 = .15s :slight_smile:

And I think for deceleration you look at braking speed in Character Movement Component.

Thanks for the help. Unfortunately its not getting me anywhere. When i do the math to get me a result. When i input it or match it, it still does not work. So i must be not doing something where

It sounds like what you’re trying to do is distance matching- the long way around. Look into this, and well, because I’m pretty sure that’s EXACTLY what you need!