Unreal Engine Blueprint API Reference > Math > Interpolation
Uses a simple spring model to interpolate a vector from Current to Target.
Target is Kismet Math Library
Inputs
Type | Name | Description |
---|---|---|
exec | In | |
vector | Current | Current value |
vector | Target | Target value |
struct | Spring State | Data related to spring model (velocity, error, etc..) - Create a unique variable per spring |
real | Stiffness | How stiff the spring model is (more stiffness means more oscillation around the target value) |
real | Critical Damping Factor | How much damping to apply to the spring (0 means no damping, 1 means critically damped which means no oscillation) |
real | Delta Time | Time difference since the last update |
real | Mass | Multiplier that acts like mass on a spring |
real | Target Velocity Amount | If 1 then the target velocity will be calculated and used, which results following the target more closely/without lag. Values down to zero (recommended when using this to smooth data) will progressively disable this effect. |
boolean | Clamp | Whether to use the Min/Max values to clamp the motion |
vector | Min Value | Clamps the minimum output value and cancels the velocity if it reaches this limit |
vector | Max Value | Clamps the maximum output value and cancels the velocity if it reaches this limit |
boolean | Initialize from Target | If set then the current value will be set from the target on the first update |
Outputs
Type | Name | Description |
---|---|---|
exec | Out | |
vector | Return Value |