How to get current acceleration/deceleration of actor in BP?

Answering my own question with a workaround:

I might go the route of storing the current velocity every tick and then calculate the “true” acceleration using the current velocity, the velocity stored in the previous tick and Delta Seconds.

However i’m not satisfied with this solution, as im sure that the engine already calculated this internally and i don’t trust my mathematical ability to create a stable system. Reinventing the wheel and all that.


UPDATE: My current setup looks like this:

outputs -980.0 while jumping. This setup seems to work for the moment.

UPDATE2: Sadly this solution does not solve having the character tilt towards acceleration. As soon as the character reaches teminal velocity ( Max Walk Speed ) the effective acceleration is 0 and the character stands upright again. Oh well…