Why doesn't the third person in the animation blend have a vertical axis?

Why does your Blend ( ABP_Manny → BS_MM_WalkRunin ) the animations only have one axis (horizontal) instead of having 2 (vertical and horizontal)?

BS_MM_WalkRunin

New Blend

What makes it so special that the “Y” axis does not appear?
Is there a way to activate the “Y” axis? What inconveniences did they open for the third person BS_MM_WalkRunin?

It’s using a 1d blendspace instead of a 2d blendspace. 1d blendspaces are under the legacy section of Animation when you right click the content browser.

I think I’ll refine my questions. But thanks for your reply

  • Why does the UE5.2 this Blend (BS_MM_WalkRunin) have 1D (legacy)/old in UE5.2?
  • And what advantage do they have over 2D (x,y)?
  • Is it possible to activate 2D within 1D (Legacy)?

Aren’t new versions supposed to carry new stuff instead of old? What makes it so special only the X axis?

Why does the latest version have a “legacy” blend instead of a 2D blend?

Normally I would expect something robust with all the axes. But UE developers opted for 1D. why?

1d blendspaces became legacy not so long ago, it may not have been legacy when they made the blueprint. The advantage is probably less cost, but its so insignificant they are just getting rid of 1d blendspaces… but thats just a guess.

You don’t need a 2d blendspace if you only have one variable to work with. If you wanted the animation to rotate based on its velocity as well, you would use a 2d blendspace. For just a walk to run animation a 1d works just as well.

I don’t understand why the devs put it in 1D, it doesn’t make much sense to put old stuff on new stuff either.
Anyway, I will always follow the recommendations of the updated documentation.