Sprinting after a delay

Im trying to add auto sprinting to my third person game. what i mean by that is im holding “w” or “forward on the joystick”, my character is walking like normal, but after a delay (like 3 seconds) my character will start sprinting. What would be the event graph for something like that?

add a input action in the mapping context for the sprint, example “IA_Sprint”, and in the modifier of the input action put a hold modifier, expand that and change the hold time threshold to 3 seconds, then at the BP get your input action “IA_Sprint” and in the triggered put your sprint logic

The proper way would be to drive the speed by animation.

Simply put, your locomotion is always accelerating to a run speed in a full cycle, and the speed is actually assigned by an animation curve rather than being driven by the input.

Once the starting animation is over, it transitions to a run loop.

A variant of this is also possible based on input for joypad with a .5 treshold, but anything with axis makes it impossible for non joypad players to have the same level of control, so I urge anyone not to be d*ck and to keep things identical between all types of controllers, even on single player games…

This worked! that was much much easier than what i was trying to do with vector length and event ticks and a bunch of other bs. <3 ty!

How would I go about increasing the animation speed and setup like you suggested @MostHost_LA ? I’m very new to Unreal engine. sorry..

Look up animation curves and how to use them.