Interpolate between 2 points without tick

Nah, that would not work well.

  • you can’t guarantee those trace result to be valid all the time
  • the static mesh is local to this actor and we’re updating it’s world location?

The last bit is a tad odd but can be ignored for now - who knows what uncanny things you’re up to!


It would be closer to:


The trace start / end would work fine for a timeline but not for interpolation. We need previous results - we’re calculating the location of the mesh based on its previous location last frame, not where it had originally started.

1 Like