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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UKismetSystemLibrary
Description
Interpolate a component to the specified relative location and rotation over the course of OverTime seconds.
| Name | MoveComponentTo |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h |
| Include Path | #include "Kismet/KismetSystemLibrary.h" |
| Source | /Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp |
UFUNCTION (BlueprintCallable,
Meta=(Latent, LatentInfo="LatentInfo", WorldContext="WorldContextObject", ExpandEnumAsExecs="MoveAction", OverTime="0.2"),
Category="Components")
static void MoveComponentTo
(
USceneComponent * Component,
FVector TargetRelativeLocation,
FRotator TargetRelativeRotation,
bool bEaseOut,
bool bEaseIn,
float OverTime,
bool bForceShortestRotationPath,
TEnumAsByte < EMoveComponentAction::Type > MoveAction,
FLatentActionInfo LatentInfo
)
Parameters
| Name | Remarks |
|---|---|
| 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