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Event BeginPlayOutputDelegateSET StaminaStamina100.0IA_SprintTriggeredStartedOngoingCanceledCompletedStamina>AB0.0Return ValueBranchConditionelseSET bIsSprintingbIsSprintingtrueSET bIsSprintingbIsSprintingfalseEvent TickOutputDelegateDeltaSecondsbIsSprintingBranchConditionelse×AB10.0Return ValueStamina-ABReturn ValueF ClampValueMin0.0Max100.0Return ValueSET StaminaStamina<=AB0.0Return ValueBranchConditionelseSET bIsSprintingbIsSprintingfalse×AB15.0Return ValueStamina+ABReturn ValueF ClampValueMin0.0Max100.0Return ValueSET StaminaStamina

Sprint Stamina

Ready after setupMovement24 nodes, 24 wiresGallery

Sprinting drains stamina at 10 per second and stops when it runs out; when you are not sprinting it recovers at 15 per second.

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Before you paste3

  • StaminaFloat

    My Blueprint, then + Variable.

  • bIsSprintingBoolean

    My Blueprint, then + Variable.

  • IA_SprintInput Action

    Create the Input Action, then map it to a key in your Input Mapping Context.

Good to know. This graph tracks Stamina and the bIsSprinting flag. It does not change walk speed by itself: pair it with Sprint (Hold Shift), or set Max Walk Speed wherever bIsSprinting changes.

How it works

More movement blueprints

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Made with Cosindra Blueprint Studio