currently, it’s surprisingly hard to smoothly rotate or move an object in UE4. You have create an event, call that from your event tick node (use a gate or a flag to prevent it from beeing called all the time later) then use a lerp or interpTo node. Many people have massive problems with this, just search for ‘interpolation’ or ‘smoothing/easing’ in the answer hub.
Sure, there are timelines, but what everyone really needs are basically just three simple nodes which handle all the complex stuff like delegates etc. internally:
- MoveToWithEasing(target:Actor/Component,targetLocation:Vec3,shortestPath:bool, durationInSeconds:float)
- RotateToWithEasing(target:Actor/Component,targetRotation:Rotator,shortestPath:bool, durationInSeconds:float)
- TransformToWithEasing(target:Actor/Component,targetTransform:Transform,shortestPath:bool, durationInSeconds:float)
This would be extremely helpful!