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Pablo Rodriguez

Input Strafe

  • 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.