you can create a curve, or curve asset. after you reference that curve in blueprints you can get a value Y over X, the curve. another way with less control is to use an interp node which interpolates between vector A and B
Yes that’s for 3D, you can use it as 3D position over time
Can CurveVector pass arguments at runtime?
I made a guide awhile back showing how to do something like this:
Not sure what you mean by that, a curve is only data, it has no function. If you mean that you need to alter the shape of the curve with parameters, then yes you can. You read the value of the curve over time, then apply some formula after that.
For example:
BasePosition = Get the initial world position of camera actor, before animating.
AdditionalPosition = Curve asset value over time X.
NewCameraPosition = BasePosition + AdditionalPosition.
If you are looking for a way to build the curve itself procedurally then you have little use for a curve asset, but you could do something similar with the interp (interpolation) node.
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