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https://github.com/jdsherbert/unreal-engine-networked-sprint-component

Replicated Sprinting Component for Unreal Engine game projects. Utilizes Enhanced Input System plugin for input action definitions/bindings.
https://github.com/jdsherbert/unreal-engine-networked-sprint-component

component cpp cpp11 cpp17 cpp20 enhancedinput multiplayer networked replicated unreal unreal-engine unreal-engine-5 unrealengine

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

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# Unreal Engine Networked Sprint Component



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Unreal Engine Template



License



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## 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& 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.

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