This might be a silly question, but I’m trying to figure out a way to make the player smoothly move some arbitrary distance (100cm in my case) in a given direction, as the mechanical counterpart to my dodgeroll animation. I could use FMath::VInterpTo, but if the player moves off an edge it can result in weird behavior, like floating over the gap while interpolating. AddMovementInput every tick looks much smoother, and it correctly causes the player to interact with physics correctly, but it forces the roll’s performance (speed, reaction to mass & friction) to be identical to walking/running’s performance.
So is there an obviously better way to smoothly travel over a set distance? It feels like I’m making this too complicated in my head, but besides movement impulses or interpolation, I’m not sure what else I should be looking into.