How does VALORANT handle air strafing?

HiiddeN1
Tue, 21 Jun 2022 09:11:52 +0000
Character & Animation

I want to replicate the air control in VALORANT using blueprints:
When holding A and moving the mouse to the left, acceleration is added perfectly such that the velocity direction is the same as the camera direction.
Same when holding D and moving the mouse to the right.

I have looked an article about Source Engine’s air strafing / acceleration in general. However, their approach doesn’t translate to UE and also I don’t want the same physics that Source has. The primary difference between VALORANT’s air strafing and Source’s air strafing is that in VALORANT, the velocity vector retains its magnitude while changing direction at the whim of the user. In Source, if you turn your mouse too fast, your velocity’s direction will stop turning and the magnitude will decrease. I want perfect steering through the air plus no loss in magnitude.

I’ve tried thinking up a hacky way to just set the direction of the velocity to the direction of the camera when the correct button is held but ultimately I don’t want to use an algorithm that might not hold up, especially when I try to add networking (I heard you should only use “Add Movement Input” for MP games). Also, I have already seen, purchased, and dissected a really cool movement pack but it has the same drawbacks as Source (lost speed / steering control).

If anyone knows of a good way to achieve this in blueprints, or if you have any knowledge that could point me in the right direction of VALORANT’s physics, please let me know!
Thanks so much for reading!

3 posts - 3 participants