How do I smoothly move my skeletal mesh in some direction smoothly with some nice ease over time? I tried using FMath::VInterpTo in a Tick function but it still snaps to that new position the moment it is called:
InitialMeshRelativeLocation - is my current skeletal mesh’s location (FVector)
Ok I finally got it moving but for some reason in order for the Skeletal Mesh to stick to the floor I had to add that VInterpTo to some intially lower FVector value:
That’s because the mesh has already some offset in relation to the capsule. I should have been more clear in relation to the example I provided: it will go upwards until the mesh is 1000 units away from the parent component.
To really move x units, use for example AddLocalOffset instead.
Yeah I see, that definitely makes sense but for some reason AddLocalOffset sent my mesh somewhere completely outside of the world boundaries - but I’m fine with the previous solution as long as it’s working as expected. Thanks!