Issue when using timeline to move actor

Hey guys,

I’m trying to get a basic lift to transition smoothly between floors. I was originally using the Move Component node and grabbing the root Scene component from my lift BP to move the lift, and although it seemed to work, parts of the root’s child components kept stuttering as the lift moved between floors. I’m assuming this is just a bug, or something to do with the child components slightly lagging behind the parent, but I can’t be sure.

Anyway, for the past few hours I’ve been trying to use the Set Actor Location node to move the whole lift to the desired floor location. This works, however the movement speed and interpolation between floors seems inconsistent and sometimes even gets stuck on some floors. I’ve looked at my output log and printed the timeline float to screen but I can’t see anything wrong.

Can anyone tell me why this is happening, or propose an alternative way to do this?

Here are a few screenshots of my blueprints, happy to post more if they’re not enough:

Link to answerhub: Timeline not smoothly transitioning, getting stuck - Blueprint - Epic Developer Community Forums

Alternative 1: use “MoveComponentTo” node with “ease in” “ease out” both to true
Alternative 2: use “SetActorLocation” with “finterp to” node which i think it can give you output float like in your timeline (not constant move speed)

3: there are more problems with lifts which engine cant deal with… If you set speed to (tick*800 or more) and then you jump, you will drop down under lift, + at higher speeds your character will be stucked with feets in floor…

Thanks for your reply :slight_smile:

I did try both of those methods, and while they worked, they still didn’t perform the way I wanted them to, or give me the flexibility of a timeline. The MoveComponentTo node worked well overall, but, as I mentioned my question, the method made the child elements of the root (such as the level buttons and box that holds them) stutter as it moved between floors. The FInterpTo node worked too; I split the vectors and used the Z float values of the current and desired location, however it initially accelerates quickly and then slows before reaching the level. I’m after an ease in, ease out transition.