ok i got lucky and i pulled the drive and ue4 wasnt on the drive like i thought. and i rewired the controlls from a fresh start, and i think i found the problem. if i flail my hands and click the run button rapidly, it bumps me a bit forward and stops. im useing a regular button input that i added. is it looking for a repeating input every tick to run the code correctly.
boom. i think i figured it out. i should have been using an axis mapping instead of a button press. i didnt know the difference untill now.
ive isolated the code out by its self. but for some reason it still only works when the movement mode is set. but i think i know how to fix that.
note: ill clean that up when i get it all working. thank you so far for the help.
edit: i got it. there was a movement mode check inside of CalculateRelativeVelocities. once i deleted it. it works all the time now. many thanks. now i can focus on a concept build, and get things moving again. ill shoot you a peak at it once its in a show able state. plug in and all of its exsample codes are fantastic. albeit interwoven pretty tightly. alot for a new guy to wrap his head around.
edit: i see now what i had mistaken. i didnt understand “get relative velocitys for locomotion” because i never could find “CalculateRelativeVelocities” after that. all of it make perfect sence. and i can learn from it and figure out how to make use of it. thank you again for pointing me in the right direction.