Hi guys! (Probably Dan), sorry for another question this week, but I think this one will be a lot more fun lol. Is it possible to convert interpspeed into “Time to Move”? To my understanding, interpspeed takes a constant number which you supply in something like RInterpTo(currentdestination/rotation/w.e, Target, DeltaTime, InterpSpeed). And multiplies it by DeltaTime then somehow this gives it a constant speed. My question is if instead of plugging in just InterpSpeed could I / it by a TimeToMove variable, would this make it accurate? If not is there a way to do this properly? Thanks!
Also, when I say somehow I did so because I know it depends on what you’re plugging in. Like if I was using Rotation, for example, I assume it takes the difference in the two rotations then multiplies it by the calculation of the number you put in interp * DeltaTime or maybe interp/DeltaTime? so that it moves over a steady pace. If it’s not too much trouble, I would really like to understand this part as well.
RotationSpeed = StartRotation.GetManhattanDistance(RotationTarget) / TimeToRotate;
This appears to work.
You can go to definition and see yourself
Ty so much, and seems like I had the right idea. But, wow. I didn’t know you could do this with api, and this is insanely helpful. I feel absolutely dumb that I didn’t know about this because this just made life easier on so many levels. You have no idea how grateful I am for your answer here!
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