# Finterp set duration in seconds?

**URL:** <https://forums.unrealengine.com/t/finterp-set-duration-in-seconds/227255>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 30, 2021, 3:25pm UTC](https://forums.unrealengine.com/t/finterp-set-duration-in-seconds/227255 "2021-04-30T15:25:10Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [April 30, 2021, 4:35pm UTC](https://forums.unrealengine.com/t/finterp-set-duration-in-seconds/227255/2 "2021-04-30T16:35:59Z")

</div>

Hey again 🙂

The interp nodes are intended to be a constant interpolation on Tick, not having a start and end really. That’s why there’s no specified timing.

Timelines with a specified curve or iTween Float From/To is the way to go for this use case:

 ![FloatTween.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/3X/4/2/4285c6ff888937db56e3cff913e5b692cd2e494c.jpeg)

* * *

[iTween](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472) : Free, smooth, procedural object animation  
[easyCSV](https://www.unrealengine.com/marketplace/en-US/product/b25b855096e74d088d7553ccbe4072f2) : Read data from any CSV and put them in an easy-to-access string map!  
[Runtime DataTable](https://www.unrealengine.com/marketplace/en-US/product/4c7c4f8d523f4c90b2e26d23502c526c) : Import and export game data to and from CSV or Google Sheets while your game is running!

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