Hey guys, in my quest to learn everything I can about UE I run into many problems. Some I figure out after an hour after I post it after days of messing around, some I figure out instantly. Some boggle me. This one is sortve boggleing me.
Ill first bring up I came to UE4 from Unity a few months before the ‘wave’ when everything went free.
I have a variable called screw_rpm (propeller rpm basically) that is calculated by dividing two variables, overall_acceleration by animation_speed_screw and then set. Animation speed screw is constant its used to set how fast the screws spin. Overall acceleration is set to the same value every time you press a key (num 5 = 5.0f, num 4 = 3.3667f, num 1 = 0.33334f etc) so I can already see how it would be hard to interpolate between values that dont constantly change. So of course, you think about time, as I remember from Unity Time.deltaTime and from UE4 it appears to be GetWorldDeltaSeconds(). I played around for a good chunk of the day trying to get this (among other things) to interpolate for a GUI. When I change engine speeds the player wont notice the animation speed change (although I intend to lerp that too,but one thing at a time as I learn), but they will notice the RPM going from 336 to 500 instantly.
Any ideas on how to do this in a widget class BP? Heres how I currently do it to get the instant change,
Heres (some of) the things I played with and at best I got the instant change, but they fluctuated slightly (probly due to the FPS going up or down a few)
I really feel like blueprint is making me forget all my programming habits and skills fast, but I suck at C++ and the Unreal API is almost alien to me, plus not being able to debug constantly is just… tough.
I apologize about the 2 postsi n the last 3 days.
Is there a way via BP to store a value temporily as a functions local variable or something from say 10-20-30 frames back and compare it to current value? That would make sense to me to help this along a bit, not to mention a few other lerping “bugs” or “innccuracies” in our pre-alpha whatever you wanna call them.