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BlueprintAPI > BlueprintAPI/Math > BlueprintAPI/Math/Spring > BlueprintAPI/Math/Spring/Experimental
Update a position representing a character given a target velocity using a velocity spring. A velocity spring tracks an intermediate velocity which moves at a maximum acceleration linearly towards a target. This means unlike the "SpringCharacterUpdate", it will take longer to reach a target velocity that is further away from the current velocity.
Target is Blueprint Spring Math Library
Inputs
| Type | Name | Description |
|---|---|---|
| exec | In | |
| vector | In Out Position | The position of the character |
| vector | In Out Velocity | The velocity of the character. Needs to be stored and persisted by the caller. Usually initialized to zero and not modified by the caller. |
| vector | In Out Velocity Intermediate | The intermediate velocity of the character. Needs to be stored and persisted by the caller. Usually initialized to zero and not modified by the caller. |
| vector | In Out Acceleration | The acceleration of the character. Needs to be stored and persisted by the caller. Usually initialized to zero and not modified by the caller. |
| vector | Target Velocity | The target velocity of the character. |
| real | Delta Time | The delta time to tick the character |
| real | Smoothing Time | The time over which to smooth velocity. It takes roughly the smoothing time in order for the character to reach the target velocity. |
| real | Max Acceleration | Puts a limit on the maximum acceleration that the intermediate velocity can do each frame. If MaxAccel is very large, the behaviour wil lbe the same as SpringCharacterUpdate |
Outputs
| Type | Name | Description |
|---|---|---|
| exec | Out |