That’s a small tweak I can’t find anywhere as it’s a very specific one. I have my own Animation Blend Space with the “Walk on Place” on the left, “Walk” in the middle and “Run” on the right most of the graph thingie:
With the Maximum Axis Value to 500:

And using an Animation Blueprint of the Third Person template as is. I saw that the “Should Move” variable exists to avoid any small speeds from ever triggering an animation, which is fine though I think it comes a bit “redundant” with the Dead Zone modifier I added to the Input Mapping Context on both sticks, but I digress.
As is, the Third Person Template runs smoothly, but I found out that it’s very hard to trigger the “Walk in Place” and “Walk” animations with the tilt of the stick, going from 0 to 500 with a slight tilt forward. I experimented a little changing the Ground Speed value to something lower and higher but it didn’t change anything but making the animations to just being hard to go from “Idle” to “Run”:
So, I’m left a bit stumped, since I don’t know where to go in the graph or detail panels to make so that the “Walk in Place” and “Walk” animations get a more decent tilt angle before triggering them, and just allowing the “full tilt” of the stick to summon the “Run” at max speed (with the convenient falloff from “Walk” to “Run” animation). Where should I look to tweak this to give more control of the character’s speed to the player?