Triggering a different animation while pressing shift (first person character)

Hi All,

I currently have notifies in my first person character’s Run animation that trigger footstep sound cues with each step in the animation. I also created a toggle in the character blueprint that makes the character sprint whenever shift is pressed. Naturally, making the character sprint doesn’t increase the frequency of the footsteps, as sprinting doesn’t actually make the animation move faster, but just makes the camera move faster. So when I’m sprinting, the footsteps sound the same as if I’m walking.

So I created a duplicate Run animation that moves faster and thus cues the footstep sounds at a more rapid pace. Is there a way to rig blueprints so that the faster animation is cued when the shift key is pressed, and to return to the slower animation when it is released? Or can someone point me to a tutorial on that? I can’t for the life of me find one anywhere, and I fear I’m just not wording my queries correctly. Any help is appreciated. (The less shorthand lingo the better, as I’m kinda new to this. I promise, though, I’m very impressed by how well you know UE4.)

Thanks in advance!

Speed and Orientation warping is the new thing added to solve the problem.

Unreal Engine 4 - Speed Warping and Orientation Warping Test - YouTube

The problem with changing speed via rate change is it does not change the scale of the gate so what you land up with is a slow motion effect rather than a speed change difference in the gate of the motion going from a run to a walk.

@FrankieV Ooh this looks informative. Thanks for the link!

Mind you, the ready to go plugin isn’t compatible with the current or latest engine and it will crash after a while without source changes to fix issues.

as far as working with what you got.
just use the same boolean you are probably already using to change the animation.

In AnimBP create a new state, connect it to the idel/run and use the boolean for sprint as the transition rule. (Need to chat to character and pull out the boolean to create a new boolean from it)
Then, you can place whatever animation you think inside that state machine and you should be good to go.