Hello
I’m actually designing my level and found now a little issue.
My plan was to make the player solve several puzzles and in the end should the gargoyle with the stand appear out of the floor, for the player to grab it and to escape. Unfortunately the function FMath::FInterpTo seems to fade out forever and when I grab it, it seems to blur and flash around, combined with the rotation it gets really weird. I used the code below to design the MoveUp function, which is called within the TickComponent.
void UMoveGargoyleUp::MoveUp(float DeltaTime)
{
CurrentHeight = FMath::FInterpTo(CurrentHeight, TargetHeight, DeltaTime, MoveUpSpeed);
FVector NewPosition = GetOwner() ->GetActorLocation();
NewPosition.Z = CurrentHeight;
GetOwner() ->SetActorLocation(NewPosition);
}
Does someone know a solution, where I can stop this behaviour?