FInterpTo over time

Maybe we can solve it by looking at finterp and finterpConstant’s code, here they are :

CORE_API float FMath::FInterpTo( float Current, float Target, float DeltaTime, float InterpSpeed )
{
	// If no interp speed, jump to target value
	if( InterpSpeed <= 0.f )
	{
		return Target;
	}

	// Distance to reach
	const float Dist = Target - Current;

	// If distance is too small, just set the desired location
	if( FMath::Square(Dist) < SMALL_NUMBER )
	{
		return Target;
	}

	// Delta Move, Clamp so we do not over shoot.
	const float DeltaMove = Dist * FMath::Clamp<float>(DeltaTime * InterpSpeed, 0.f, 1.f);

	return Current + DeltaMove;
}

CORE_API float FMath::FInterpConstantTo( float Current, float Target, float DeltaTime, float InterpSpeed )
{
	const float Dist = Target - Current;

	// If distance is too small, just set the desired location
	if( FMath::Square(Dist) < SMALL_NUMBER )
	{
		return Target;
	}

	const float Step = InterpSpeed * DeltaTime;
	return Current + FMath::Clamp<float>(Dist, -Step, Step);
}

I guess now we can do it, but don’t understand why don’t you make your own function ? it would be easier to make a InterpTo over time.