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https://answers.unrealengine.com/questions/228756/help-interpolating-between-vectors-in-character-bl.html



I'm personally a sucker for doing this kind of interpolation manually, by using a float to keep track of "time" of the interpolation. In the tick you increase the float with delta time until it reaches its max.

Essentially this as long as Time is less than EndTime:

Time += DeltaTime;

Interpolation = Time / EndTime; // 0.0-1.0

Then in the tick you do something similar to this:

Direction = EndPosition-StartPosition;

InterpolatedPosition = StartPosition + Direction*Interpolation; // ground plane

InterpolatedPosition.Z = InterpolatedPosition.Z + GetCurveValue(Interpolation); // height

You can create a custom curve asset in the content browser to use for that last part, or do a mathematical arc.

You can probably use the LERP functions to achieve similar things.



interpolation two actor location.






Double jump(Air jump)


https://wiki.unrealengine.com/How_to_Double_Jump



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Posted by fx0275