Try it the exact way I suggested. Nothing has changed. fInterpTo
works the same as vInterpTo
the player should be able to press a key to move forward, to a present location, and then another to return to their base position.
Player input should open a Gate
for Tick
to interpolate results using delta time.
Just a quick edit in case I misunderstood what you first said, i have also hooked it up to the
Event Tick
and experienced the same issue, with it suddenly teleporting first Tick.
Sounds like you manually punched in delta which is time between frames - 50 makes absolutely no sense whatsoever in this contenxt. Use this for now:
And update the script on Tick.
Consider the following:
Here, the Gate
is optional but I assume you will want to shut down the interpolation at some point and closing the Gate
would be one way to do it.
move the player character
A good question here is why we’re using this method for player movement. It overrides all the goodness the movement component provides. This could be OK if you were moving chess pieces but characters have their own movement methods - that’s what input vectors, AI and navmesh are for.
Hard to advise without knowing what the overarching goal is, ofc.