I’m looking in doing the player control the same way (aka old school strafing) and I’ve come to the conclusion that doing it all in blueprints as a single event is going to be a bit awkward and getting all of the blending to work right difficult to maintain.
What I’m thinking and in the process of doing is to use a blend space, not blend space 1d as in the example file, and build up the motion based on the 8 possible axis using the center as the fixed idle position.
Currently at the 50% point will be a blend to walking and moving to 100% will be full running and it’s all working as a simulation and the next step is to figure out the binding by keyboard and normalize the the output value to either 0 > 50% or 0 > 100% based on an absolute as to the player walking or running.
What I’m also thinking is at the moment the x/y division is set to 4 so by going 5X5 I could put in the crouching, if I go 6X6 I could included swimming, 7X7 add jumping and so on and so on.
Personally I believe that this is the logic of the blend space in general and can maintain all of your key moments with in this space and trigger the motion by setting x/y label as a variable as to direction and speed.