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Description
Simpler Slerp that doesn't do any checks for 'shortest distance' etc. We need this for the cubic interpolation stuff so that the multiple Slerps dont go in different directions. Result is NOT normalized.
| Name | SlerpFullPath_NotNormalized |
| Type | function |
| Header File | /Engine/Source/Runtime/Core/Public/Math/Quat.h |
| Include Path | #include "Math/Quat.h" |
| Source | /Engine/Source/Runtime/Core/Private/Math/UnrealMath.cpp |
static TQuat < T > SlerpFullPath_NotNormalized
(
const TQuat < T > & quat1,
const TQuat < T > & quat2,
T Alpha
)