RobMeade:
No, I meant actually in the timeline graph…
So in the above… if I set the first keyframe to have the value of the starting Z value… then the second keyframe of the floor, z= 0… the “length” would then need to be my distance/velocity value…
Surely with that, it would actually end correctly? But I can’t do that. Each object is randomally spawned, so these values would to be passed in via variables, and that’s not something it seems to do.
I can’t get my head around how the lerp thing is working at all… the timeline values just seem really arbitary… for example, WHY have a length of 1 second? Why not 50 or a million!? if its just “pick a number and put it in” its kinda arbitary. Is this 1 second then split up by each frame… e.g. it goes from 1000 on the Z to 0 on the Z in one second… but the Update pin spews out a value for each frame within that one second?
I just don’t get it… and as always the UE4 documentation is as useful as sticking hot pins in my eyes…
Rob, this is getting to be a mess, maybe start a new thread of PM me with a spec of what you want ( not what you have so far ), if you don’t any fruitful answer here…