This blueprint fire when a character touches a wall. It will slow them down gradually ~90.0% over the course of 0.05 seconds no matter how fast they approach. It mimic an exponential function f(x) = e^x. It is very smooth but not completely accurate to the mentioned function, only good enough.
Any reason why you’re not using an actual curve?
My math is a bit rusty, but POWER node with base of e=2.718 should be what you need.
edit:
Now i am not sure if power is only in materials or not. But there is easy approximation formula for e^x
ps.
Just checked and blueprints have power node.
I don’t know, I am trying to use timers by event now. What is the curve?
The editor allows you to define curves and sample them:
And that’s already an overkill since you could have done it directly in the Timeline itself:
The node should have been Last Updated Velocity. This would stop the player over .1s using the curve; can be made more consistent but that’s the gist. It’s also quite accurate bar the very last frame in very low framerate scenarios. But it can be snapped.
There’s also this handy node:
With some built-in curves and params.
Or that. The one with the least overhead, for sure.