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Skyrim-Style "Heavy Armor" Sprint & Stamina System in Unreal Engine 5 This tutorial focuses on building a responsive sprint system in Unreal Engine 5 that mirrors the stamina-driven movement found in games like Skyrim. We start from the UE5 Third Person Template and build the system entirely in Blueprint. Sprinting increases movement speed, drains stamina over time, and reacts immediately when the player becomes exhausted. Audio feedback is layered in to sell the weight of movement, with armor clanking while sprinting and heavy breathing when stamina hits zero. The goal isn’t just to toggle sprint on and off. It’s to create a movement system that feels grounded, readable, and game-ready without unnecessary complexity. You’ll learn: • How to implement a stamina-based sprint system in UE5 • How to control movement speed using Character Movement • How to drain and regenerate stamina using clean Blueprint loops • How to trigger audio based on player state • How to handle exhaustion and forced sprint shutdown • How to build a simple stamina bar UI • How this system fits into real RPG and action game movement By the end of this tutorial, you’ll have a reusable sprint and stamina system that feels responsive, communicates player state clearly, and can be dropped into larger gameplay systems. This same setup can be expanded into encumbrance systems, perks, buffs, debuffs, or full RPG stat frameworks. 💬 Thanks for watching! More Unreal Engine 5 tutorials coming soon.