As you may have noticed, inputs of 1.0 right and 1.0 forward will actually sum to a total of 2.0 units of speed. This means it is possible to move faster diagonally than it is to move in purely forward, backward, left, or right directions. What we really should do is clamp off any input value that results in speed in excess of 1.0 units while maintaining the direction of input indicated. We can do this by storing the previous input values and overriding the ::Tick() function.
Axis Mappings – normalized input
Getting ready
To work on this recipe, you must have completed the previous one with our Warrior class as we will be adding to it.