SprintedEvent bug

Reference ID

9d523828-42d2-c1f2-f6d5-e8ab07be1e4d

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Summary

SprintedEvent():listenable(tuple(fort_character, logic)) fires when moving forward (no sprint input)

Steps to Reproduce

  1. Subscribe a function to the sprint event ( Character.SprintedEvent().Subscribe(SprintEvent) )
  2. Use the logic variable to detect if the sprint state is being processed as true or false
  3. Use something like Print(“Sprinting”) and Print(“Not sprinting”) functions to detect when the SprintedEvent() is being called and its state

Expected Result

The event should fire when the character is actually sprinting, instead of being fired each time the character moves.

Observed Result

SprintEvent fires each time the player is moving forward, even while it’s crouched.
It won’t fire only if the player is holding the target (aim) input.

Platform(s)

windows

OnBegin<override>()<suspends>:void=
     for(Player : GetPlayspace().GetPlayers()):
          if(Character := Player.GetFortCharacter[]):
               Character.SprintedEvent().Subscribe(SprintEvent)

SprintEvent<internal>(Character : fort_character, State : logic):void=
     if(State?):
          Print("Sprint true")
     else:
          Print("Sprint false")

We have already asked for the new sprint event. Maybe upvote It would be cool if we could subscribe to sprinted event (not running, but the one where the sprinting bar displays)?