Why the get current acceleration is (0,0,0)in my new created BP_Npc?

I tried to make NPCs autopatrol in navmesh bound volume。
The NPC did move but they can’t go foward to next animation section because 【get current acceleration】is (0,0,0)。So I modified the default thirdPersonCharacter blueprint in UE5 to test。
The miracle happened!
【get current acceleration】can get values!
What‘s wrong in my NPC blueprint?

Hey @AZAKIYA_KILAMI! Welcome to the forums!

Typically you want to use “Get Current VELOCITY” instead of acceleration! Can you show us your code and we can try to take a look and see if there’s something you might not be aware of?

Thanks, get back to us soon! :slight_smile:

YEAH,I have used get velocity to solve this.
But I still don’t know what’s the difference between ue5 defualt thirdPersonCharacter and BP_NPC created from a empty blueprint.
They own same codes and components, but default characters have a acceleration value, NPC not.

What is “BP_NPC”? Do you mean “Character”? Character should have acceleration- because acceleration is pulled from the “Character Movement Component”. Maybe that’s the problem? Are you getting the BP_NPC’s Character Movement Component and getting the Acceleration from that?

Hey @AZAKIYA_KILAMI!

Did you get it figured out? Let us know for future answer seekers!

In your NPC Movement Component, look for the section on “Nav Movement” and choose “Use Acceleration for Paths”.

Essentially, without that clicked your NPCs are just teleporting from 0 to full speed, with it they accelerate.