How to stop my character from moving faster diagonally

I have a basic character controller, but when I combine two inputs to make it walk diagonally, it combines the forces from both the X and Y and doubles the walk speed. How do I fix this?

There are already many existed methods to do this round-corner rect to circle mapping. If a simple and fast-implemented one is what you want. Fix Disgonal Gamepad Values function from advanced locomotion system v4 would work just fine.

I tried this, but I may have implemented it wrong. What event do i attach it to? What values go into X and Y in? Where do the X and Y out values go to? I’m sorry if this is a stupid question, I’m pretty new to using Unreal

Feed the function the axis values for your movement keys. Then feed the output to the scale value pins on the Add Movement Input nodes.

If your controller setup is similar to the template projects, it should look something like this:

(Or, if you don’t have a combined Enhanced Input setup for directions, grab the axis values from whatever your “move forward” and “move right” keys are.)

I tried this, it’s still doing it. it might be helpful to mention that it is a top down game.