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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UKismetSystemLibrary
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h |
Include | #include "Kismet/KismetSystemLibrary.h" |
Source | /Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp |
static void MoveComponentTo
&40;
USceneComponent &42; Component,
FVector TargetRelativeLocation,
FRotator TargetRelativeRotation,
bool bEaseOut,
bool bEaseIn,
float OverTime,
bool bForceShortestRotationPath,
TEnumAsByte< EMoveComponentAction::Type > MoveAction,
FLatentActionInfo LatentInfo
&41;
Remarks
Interpolate a component to the specified relative location and rotation over the course of OverTime seconds.
Parameters
Name | Description |
---|---|
Component | Component to interpolate |
TargetRelativeLocation | Relative target location |
TargetRelativeRotation | Relative target rotation |
bEaseOut | if true we will ease out (ie end slowly) during interpolation |
bEaseIn | if true we will ease in (ie start slowly) during interpolation |
OverTime | duration of interpolation |
bForceShortestRotationPath | if true we will always use the shortest path for rotation |
MoveAction | required movement behavior |
LatentInfo | The latent action |
See Also
EMoveComponentAction