Unreal-Engine-Networked-Sprint-Component

Replicated Sprinting Component for Unreal Engine game projects. Utilizes Enhanced Input System plugin for input action definitions/bindings.

MIT License

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Unreal Engine Networked Sprint Component



Overview

This is a replicated sprint component that leverages the enhanced input system for bindings and input action definitions. The sprint component is designed to be easily integrated into your Unreal Engine projects, providing a replicated sprint functionality that synchronizes across the network.

To use this SprintComponent, attach it to an ACharacter. It works by binding the defined Enhanced Input Action to a function, which modifies the walkspeed value contained within the CharacterMovementComponent (which normally exists by default on ACharacter class objects.) We make sure this occurs across a network by using an RPC (Remote Procedural Call), and the GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) function.

Feel free to tweak the values in the script, I've made them easy to find in the .cpp file, inside a namespace! The code is commented well and transient/autopopulated variables are marked as such.