# 'Finterp to Constant' using shortest path?

**URL:** <https://forums.unrealengine.com/t/finterp-to-constant-using-shortest-path/1952944>\
**Category:** Blueprint\
**Tags:** unreal-engine, question\
**Created:** [July 28, 2024, 3:27am UTC](https://forums.unrealengine.com/t/finterp-to-constant-using-shortest-path/1952944 "2024-07-28T03:27:11Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![CheekyBuns777](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CheekyBuns777](https://forums.unrealengine.com/u/CheekyBuns777)\
**Post date:** [July 28, 2024, 3:27am UTC](https://forums.unrealengine.com/t/finterp-to-constant-using-shortest-path/1952944/1 "2024-07-28T03:27:11Z")

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Hi all,

So I’ve noticed the lerp (Rotator) node has an option to use shortest path, but not the Finterp to Constant? I was just wondering if there was a way to do this as I have an object that once passes 180 degrees, will reverse its direction and do an almost 360 until reaching its goal.

I noticed this post asked a similar question but the answer was in code… It did mention quaternions and I tried researching them but couldn’t understand. So any help would be appreciated.

> [@"Shortest Path" for RInterp To Node?](https://forums.unrealengine.com/t/shortest-path-for-rinterp-to-node/374503):
>
> I’m wondering why there’s no “Shortest Path” checkbox for the “RInterp To” node. This would be very useful. In some cases I have to use the “Lerp (Rotator)” node because the Rinterp node causes jittery results. Is it possible to add a “Shortest Path” option to the node?
