Simple mechanics for applying smooth movement to character

Oh hey, that looks much better, thank you for the idea! I’m always a little leery of using SetActorLocation instead of sending input to the Controller and letting everything be sorted out there, but that looks really great.

This is probably going to betray how bad my vector math is, but am I correct that if I want to give it a destination n units in front of the player’s current location, I would get that by doing this?



float moveDistance = 20; //Distance to traverse in uu
endLocation = myActor->GetActorForwardVector()*moveDistance; //Set the destination to a position float moveDistance unreal units forward of our current facing

I’m getting some weirdness with vinterp, where the actor sometimes shoots off at funny angles or gets sucked backwards, and the only thing I can think of is that the above math doesn’t give me the vector I think it does.