How to Make a Sprint System in UE5 Blueprints

Sprint looks like one node — it nearly is — but the version players actually feel good about couples it to stamina and handles the edge cases: releasing mid-air, running out of breath mid-sprint, and regen delay.

What it’s made of

Variables

WalkSpeed and SprintSpeed floats (Character Movement’s defaults are your baseline), Stamina/MaxStamina floats, and a bIsSprinting bool.

Events

An Enhanced Input action (IA_Sprint) with Started and Completed triggers — Started sets sprinting, Completed clears it. Stamina drain/regen runs on a looping timer rather than Tick.

The logic

On sprint start: Branch on stamina > threshold, then set Character Movement → Max Walk Speed to SprintSpeed. On stop (or stamina hitting zero): set it back to WalkSpeed. The stamina timer subtracts while sprinting and moving, regenerates while not — gate regen behind a short delay for a more deliberate feel.

Key nodes you’ll wire

Enhanced Input Action (IA_Sprint)Get Character MovementSet Max Walk SpeedBranchSet Timer by EventGet Velocity / Vector Length

The mistake that breaks it

Draining stamina whenever the key is held, even standing still — check velocity too, or players burn stamina leaning on the keyboard.

New to how Blueprint systems fit together? Read the anatomy of a Blueprint system first.

Or skip the wiring — generate it

BlueprintStudio builds this system from a plain-language prompt — the right nodes, exec and data pins wired, defaults set, and the graph compiled to catch errors — then applies it into your open UE5 editor. The prompt is prefilled:

Build “Sprint System” in BlueprintStudio

Prompt variations to try

Applying into your editor happens through the free Cosindra desktop app (Windows & macOS).

More systems