Hello, I’m using Timelines and Delays to SetActorLocation (SetActorRotation) as my tile based movement. It works but… feels wrong, so I’m wondering maybe there are some better ways to do it?
I’m not sure how delays integrate into a timeline…
Could you elaborate on what you mean by “feels wrong”?
9/10 times folks sample lerp data during the update, leading to all kind of inconsistencies.
Ah- if this is the case, remember to store the initial location @DoctorZaorish.
Lerp between the initial location and the final location using the timeline as the alpha.
Make sure you aren’t lerping between the current location and final location.
Well, not particularly into timeline, using it to make sure that one “move” would not override another one. For example when combat starts AI goes into center of tile and after that makes his normal move. So I use delay and set flag to make sure that “taking of starting position” finished.
As for wrong part… For example in such approach move speed determined by duration of timeline, I was planning to use tiles with different size, so on smaller one speed would be okay, while on bigger – too fast, right?
Oh, wow that’s appeared to be my mistake too. Looks better now