Hi, I’ve just worked this out and wanted to share it!
This might be common practice or obvious to some people, but for me it’s going to revolutionise the way I blueprint!
I hate making temporary variables for transforms and other values - I always wanted there to be some kind of bool switch for variables. In this example I have 2 target transforms for an object in my game. Before this revelation I had my 2 targets as transform vars - when it came to choosing which one I wanted based on a bool, i’d set a new temporary transform var to one or the other of these.
I could have forked my exec path to 2 duplicate paths with one or the other, but it’s not neat to do that - enter the Lerp! Using a bool converted to a float I can put my 2 vars into a transform lerper and effectively have a ‘pure’ switcher to select one or the other without any messyness!
Why not use built-in select? It automatically sets types of inputs based on where output is connected. And it automatically sets type of ‘Index’ depending on what you plug into it…