I’m trying to get the player’s turn speed and smoothly transition it between it’s next value. For example, if the character turns and their turn speed is now 100, then the player stops turning and it should be zero, it’ll take a specified amount of seconds to get to zero. Rather than instantly changing.
I’m following the directions in this thread and I can get the turn speed. But smoothly transitioning into and out of the float value it produces is tougher than I though. InterpTo and Timelines don’t seem to be what I want (or are they?).
Not sure if I got your question, but what you can do is save up the rotation speed that you have while the player has input, and when the player stops his input, you start to interpolate the last saved rotation speed towards your desired value and If the player starts to input again, you stop the interpolation.
It could be easily done with a timeline and a do once node, if you are using blueprints.
Would be something like this:
If player not inputting → do once → play timeline smoothing out the float value and applying this value to something
If player is inputting → reset the do once → stop the timeline → save the rotation speed