If two states have MoveDirectionIntent vectors that are opposite to each other, interpolating between these states can result in MoveDirectionIntent being 0. This may cause issues for animation blueprints or other systems expecting a different value when the character is moving.
Using fixed interpolated network prediction, have a mover character continuously swap their movement between opposite directions.
Observe the default sync state's MoveDirectionIntent occasionally gets set to 0 when switching direction.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-273828 in the post.
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Component | UE - Gameplay - Player Movement |
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Target Fix | 5.7 |
Created | Apr 22, 2025 |
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Updated | May 7, 2025 |