I am using UE-5EA but the forum required that I put a version tag, and the 5-0EA tag did not count.
I am working on a custom movement mode in C++ for sprinting. When it is active I set the max walk speed from inside of OnMovementModeChanged and run the same code that is run by default on MOVE_Walking. Then inside of PhysCustom I just call PhysWalking.
It almost works. I can run faster when I enter the custom movement mode, but as soon as my character runs off of a ledge it does not transition to falling movement, and it just freezes in place. Also, when I try to call the built-in jump function, it does not work. AddForce and AddImpulse don’t work while my character is in the custom movement mode.
Does anyone know why this may be? I know about the existence of Saved Moves and Network Prediction, but this way seems to be more convenient during development, especially because I can just switch on a custom movement mode in my blueprints instead of hooking up multiple branches.
Thanks for considering!