Whenever I use a VInterp to Node to feed the new location into a Set Actor Location it never moves the whole way, in the below example the object moves a TINY fraction in the Z direction but -500 should be right out of player view. I’m just trying to have it slowly transition downwards (still going through the floor but i’m trying to have it as a ‘pitfall’ trap.
This is because any of the “_Interp To” nodes need a tick. You’ll notice if you change the interp speed to a higher number, like 10, it SHOULD make a larger jump. The thing is, an interp node needs to keep being reused until it’s done- it doesn’t have its own execution line.
Instead I really suggest using a timeline, like so:
As the timeline plays, it gets the current position of the float, which goes 0 (original vector) to 1 (new vector) as a % of the time.