I’m trying to use a timeline to lerp my MaxWalkSpeed float to form acceleration/deceleration.
As you can see, I’m attempting to use a MapRangeClamped node to produce a point along my timeline (the timeline is 3 seconds long) and then to either reverse or play based on whether the character needs to accelerate or decelerate.
Am I missing soemthing obvious here? The current behaviour never seems to apply the correct NewTime.