Input Strafe
Character Input & Strafe Implementation
Section titled “Character Input & Strafe Implementation”- Transfer Input Controls
- Move from master to player blueprint
Cut with Control X Paste to player blueprint event graph
- Master blueprint
Holds code for all characters NPCs/enemies don’t need input controls
- Strafe Movement Setup
- Details Panel Adjustments
Check “use controller Yaw rotation” Uncheck “Orient rotation to movement” • Better for NPCs/PCs, not player strafe Set max walk speed: 400
- Results in
Left/right strafe movement Diagonal movement with forward + direction
- Backward Animation Enhancement
- Create New Animations
Duplicate AS_Walk_Back • Add _left version (Z value: 45) • Add _right version (Z value: -45) Place in blendspace • Walk back left: -135 direction, 200 speed • Walk back right: opposite placement
- Movement Speed Control
- Add move_speed_back_penalty variable
Float type, default: 1
- Create F_move_speed_back_penalty_set function
True branch = 1 False branch = 0.25
- Connect to movement input
Add multiply node Apply to both directional movements
- Final Adjustments
- Mesh Position
Changed Z location from -89 to -93 Character now properly ground-aligned
The setup creates an eight-directional movement system with proper animations and speed penalties. Character now moves smoothly with adjusted values for different directions, including proper backward movement restrictions.