Or interp node, it doesn’t have finish bool output. how can i calculate this ?
Already thought about that, It probably never be equal because the value is not rounded, and it is scaling up with consideration to “Word Delta Time” So there probably always be a delta of about 0.02 seconds, and, the interpolation itself is not linear, It is doing an Eaz out, ( And i don’t have an option to control it, it would of been nice if i could ).
I already did, that’s why i’v said it…
Already deleted it, had to find an other solution, Yeah there is the break to axis node, but for some reason it didn’t work well, I just wanna know how to solve it so i can count on it the next time i need to use it. thanks anyways though…
As said before, it’s because it is relative to the Delta Time.
It does in fact reach the target in the end (easily tested by bumping it’s speed up to something really high), though takes longer for those final few units. Consider it’s speed as half a sine wave on a graph. I have it working in my game where it just checks if current location = desired location after the setlocation node. Definitely reaches it.
I have been thinking about building my own function that will interp linearly to solve the problem. I’ll post it up when I get round to it (It’s far from a priority at the moment though, sorry).
Hi I face the same problem so I removed the interp node and replaced it with the move component to node because it has a competed output
I hope i am not late ![]()