Moving problem

Please help. When I press my movement keys back and forth really fast it lock up the game. What should I do to make shire that wont happing.
Here are some of my blueprint and controls.

Hop this help. Thanks.

What’s with all those delays? And why do you use the same buttons on different events? First of all your A and D will break this script once you add rebinding. That should really sit behind the same event.

And delays consume all input until they run through. Once tirggered they wait that time and then ignore every new input until they sent the initial one. You really have to care with those. I’m not quite sure why you used them but for movement or input in general that’s very very very very rarely what you’re going for as it leads to unresponsive gameplay.

Maybe that already helps. Otherwise please do specify a bit better what exactly those things are doing. Adding some comments to nodes or just here in plain text.

Cheers :slight_smile:

Well I want to have a movement that let me input on and off. So that the character could change its sprite. I have a problem were my character slides when stop. I guess the
delays was put there to help slow down the buttons input so it wont crash on me. I see was you mint about same buttons, That is were one does the movements and the other
operate the sprites. I know I did these thing wrong but I cant fine a place that explain the right way to do this. The first picture shows movements for the character, an the
secant picture shows the commands for the sprites and flipbook, and the last picture was the button controls. I did for get to put one more picture on here its in the regular
blueprints, it control the camera and object spawn.

I hope this helps. Thank you for the information.

Well when I started this tutorial helped quite a bit. Be careful a bit since that one was made with… I think UE 4.1? so quite a bit changed but especially the movement and flipbook handling should be exactly the same.
It’s a rather nice solution to this problem.

Cheers :slight_smile:

Ok I’ll try this out thanks. :slight_smile: