Add Movement Input

Add movement input along the given world direction vector (usually normalized) scaled by 'ScaleValue'. If ScaleValue < 0, movement will be in the opposite direction. Base Pawn classes won't automatically apply movement, it's up to the user to do so in a Tick event. Subclasses such as Character and DefaultPawn automatically handle this input and move.

Target is Pawn

Add Movement Input
Target
World Direction
X0
Y 0
Z 0
Scale Value
1.000000
Force

Inputs

In
Exec
Target
Pawn Object Reference
World Direction
Vector

Direction in world space to apply input

Scale Value
Float

Scale to apply to input. This can be used for analog input, ie a value of 0.5 applies half the normal value, while -1.0 would reverse the direction.

Force
Boolean

If true always add the input, ignoring the result of IsMoveInputIgnored().

Outputs

Out
Exec