I’m trying to change the Z position of a character by adding 50 units over 1 second. If the character is standing still, that’s easy, I can just set the start of the interpolation as their initial Z, and the end of it as the initial Z + 50 and then use a timline that goes from 0 to 1 over 1 second and plug that into the interpolation’s alpha. The problem I’m having is if the Z position is constantly changing, such as going up a hill. The final position of the initial Z + 50 also needs to have the height increase from the hill added to it. How do I achieve this with blueprints?
If it means that if the character is still moving up after 1 second height should be 50.0 above the surface; then perhaps only the mesh component should be moved in relative space? Or lerp the offset independent of the location, then trace down and set the location from the impact adding the Z offset.
@pezzott1 I’ll be using this for several mechanics, but to give you an example, it could be used for a slide mechanic. If I update the capsule half height and the mesh position alone, there’s a small jitter happening where for a very short period of time the actor falls to the ground. If I also update the actor’s position, it’s smooth as butter. So I’m using one timeline that goes from 0 to 1 and lerping the desired values for capsule’s half height, mesh Z position and actor Z position. It’s happening on key press and it works great, unless I’m sliding down a hill for example where the Z position of the actor is constantly changing.