My character was moving… but it felt wrong.
Walking and running looked the same.
Speed was the missing piece.
This post is part of my daily learning journey in game development.
I’m sharing what I learn each day — the basics, the confusion, and the real progress —
from the perspective of a beginner.
On Day 17 of my game development journey, I learned about Blend Spaces and basic movement logic in Unreal Engine.
What I tried / learned today
I created a Blend Space 1D for my character using a Speed parameter.
I set a reasonable speed range so it matches natural movement:
- Idle at 0
- Walk at a mid value
- Run at the max value
Then I connected the Blend Space inside the Idle/Walk/Run state in the Animation Blueprint.
To drive the Blend Space, I calculated speed using:
- Character movement velocity
- Vector length
That value controlled how the animations blended smoothly.
What confused me
At first, the animation changes didn’t feel natural.
I didn’t understand why walking and running looked almost the same.
What worked or finally clicked
Once I matched the movement speed values with the animation speeds, everything felt right.
Matching animation speed with movement speed was the key.
In the Character Blueprint, I added simple logic:
- Normal speed for walking
- Increased speed while holding Shift
This made walking and running feel intentional and different.
One lesson for beginners
- Blend Spaces depend on correct speed values
- Movement logic and animation must match
- Small tweaks create big improvements
Slow progress — but I’m building a strong foundation.
If you’re also learning game development,
what was the first thing that confused you when you started?
See you in the next post 🎮🚀
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