Why does timeline length alter move distance for Set Actor Relative Location?

I have a timeline set to move an object over a set number of times. I currently have the length set to 0.5 and it moves my object along the z-axis -2.8.

Everything works perfectly when run but if I am to alter the length of the timeline in the blueprint then it seems to change the distance the object moves even though it is still set to -2.8.

Shouldn’t the distance the object moves stay the same as long as I don’t alter my vector?

“Update” will move your actor every tick by -2.8. If you increase the length of the timeline, more ticks will occur, hence moving the object further.

Try printing the actor location right after you update to better see what’s happening.

You are absolutely right! I did not understand what it was doing at all. I come from a webdev background in which the functions are more of: move this distance over this amount of time. Been programming for a long time but just started with game dev this week. This visual scripting is a whole different world.

So now I understand why it’s doing that when I change the timeline length. But then why if my system starts getting bogged down does the animation not complete accurately 100% of the time? I’m writing a script to stack blocks procedurally created. Half of the blocks will stack inaccurately.

133493-stack.png

This started happening more after I built my lighting and when I move the camera around it gets worse. My system is extremely old and slow so I except some glitches in graphics during movement but I figured the end placement should still be the same.

Nevermind, I figured it out. I had my lerp setup incorrectly.