Looking for something like InverseLerp()


 
/** Returns Value normalized to the given range.  (e.g. 20 normalized to the range 10->50 would result in 0.25) */
UFUNCTION(BlueprintPure, Category="Math|Float")
float UKismetMathLibrary::NormalizeToRange(float Value, float RangeMin, float RangeMax)
{
    if (RangeMin == RangeMax)
    {
        if (Value < RangeMin)
        {
            return 0.f;
        }
        else
        {
            return 1.f;
        }
    }

    if (RangeMin > RangeMax)
    {
        Swap(RangeMin, RangeMax);
    }
    return (Value - RangeMin) / (RangeMax - RangeMin);
}