I’m currently trying to move individual hexagons a certain offset up triggered by a sphere radius when the play enters that area. Then returning to the original position once the player leaves the radius, each actor has this radius set on them but the main issue is the sudden translation to each point without any smooth transition to that position.
Here is the blueprint I have creating the simple position change for each hexagon and return to the original position:
I’ve tried a mixture of technique one being the timeline feature but I had an issue with the event triggering if the player chooses to backtrack. Any input in this matter would be greatly appreciated.
[EDIT] I now have a smooth transition, however some new issues with overlapping causing problems on the paths spaced out by 3 though the pathways with 2 are fine.
That Lerp node is not doing anything since you have the same values in A and B. It’s interpolating between the same value, so it’s going to return 5 or -5 every time. The other problem with your current setup is that the number of Z units your objects are moving up and down are dictated by the length of your timeline, since you’re adding an offset every time the timeline updates, instead of interpolating between two set distances.
If you want an actual smooth transition and be able to control better how high/low your objects are going to move, you want to use a FInterp To (float interpolation) node.