Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
20 results for interp
VLerpUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoAlpha=0 returns A, Alpha=1 returns B. Does NOT clamp Alpha.
Lerp_FloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoLinear interpolation — returns A when Alpha=0, B when Alpha=1, and a smooth blend in between. Pair with Timeline for animation.
Moves at constant speed unlike FInterpTo which decelerates.
FInterp To ConstantUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoSETUP: Create a Blueprint Interface asset (BPI_Interactable) with a function 'Interact'. IMPLEMENT: In the actor BP, go to Class Settings → Interfaces → Add → BPI_Interactable. Then implement the 'Interact' event that appears in the event graph. CALL: Get actor reference → 'Does Implement Interface(BPI_Interactable)' → Branch → True → 'Interact (Message)' node (the interface call). Key: Interface calls are 'Message' type nodes. Use 'Does Implement Interface' before calling to avoid crashes on actors that don't implement it.
Pattern: BPI_Interactable interface with Interact(APawn* Caller) and GetInteractText(). Player Tick: GetPlayerCameraManager → GetCameraLocation/Rotation → LineTraceSingle(CamLoc, CamLoc + Forward*InteractDistance) → BreakHitResult → HitActor → DoesImplementInterface(BPI_Interactable) → True: show UI prompt, store as FocusedActor. Interact input → call Interact(Self) on FocusedActor.
UKismetMathLibrary::Lerp. Alpha 0=A, Alpha 1=B.
Lerp (float)UE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoFrame-rate independent smoothing. Higher InterpSpeed = faster approach. Use every tick with DeltaSeconds.
FInterp ToUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo agoUse with EventTick. DeltaTime from Tick, InterpSpeed controls how fast (e.g. 5.0).
FInterpToUE 5.3, 5.4, 5.5, 5.6, 5.7updated 6mo ago