Change the lenght of a timeline dependent on a float

I made a Level, where a object gets moved to a certain point with coordinates from a datatable. Now im trying to change the time to complete this movement dynamically, so a longer movement also takes longer to complete. I tried to add a function, where i check, whether the distance of the coordinates the object gets moved to are in a certain range. The problem is, my method for checking doesnt seem to work bc in game only the sting “1” gets printed. Anybody has an idea what went wrong in my BP?

Shouldn’t this be a logic gate? AND or OR.

image

What are you even converting the bools to here?


Perhaps you could work with delta to get constant speed like so:

Can be flipped around if needed. 1 divided by delta * speed factor

Or you could even use the constant speed directly, without the need for a timeline (although, they are neat):

image

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I wanted to make an OR startement here but I could only find this as an Integer
OR

These are bits. You need these:

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VInterp to Constant seems like a good way to do it but how can i check whether the interpoliation is complete (like the “Finished” output of the Timeline node)?

You will be running it on Tick so you may need to compare whether vectors are nearly identical.

So i should compare the return Value of "VInterp to Constan"t and the Target Vector with “Nearly Equal” Node?

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Pretty much, yeah. Not sure what you’re making so it’s hard to advise how to crack it. Timelines are almost always a solid bet. And you were very close before - just needed proper logic gates. Setting TL’s rate works pretty well.


There is also this component:

You punch in a bunch of control points and stuff moves automatically. This requires no script whatsoever but gives you little control:

Might be utterly useless. :person_shrugging:

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Thanks for your help im trying to figure it out ;D

Im still trying to get it to work and now im trying out this, but I dont really understand how to get this working. Could you explain this to me please?

a longer movement also takes longer to complete.

The longer the distance, the slower the timeline plays, the longer it takes it to complete. The velocity of the component remains constant.

Does it help?

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This helps a lot ur my savior <3

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