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?
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.
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.