so basic explanation of how FInterp Ease in Out works.
For linear interp, it’s fairly straight forward, you got a and b, alpha decides what’s inbetween in linear fashion.
With smooth in/out, it’s sort of a smoothstep function(I didn’t check the code so I’ll just assume here).
Like this in wikipedia: http://en.wikipedia.org/wiki/Smoothstep
So if you check the curve it has a shoulder and toe bending area, for UE4’s node, if your exp is 0, basically it’s linear interp.
If you increase exp more, the shoulder and toe will get closer and closer to the middle, to a point it might become a sudden drop in speed(say exp=10) in the middle of curve.
for your example, let’s assume that a is near and b is far, alpha is where you are currently located and return value is a speed multiplier.
You want B in a number that it’s not too far away to slow down too early, also not too close that you keep pulling when you already collided.
You exp should be in a number that still pulls you in almost to colliding distance, while making the return value small enough so when pawn enter the stopping range you won’t notice it.
That requires some experimentations, as the value varies when your speed, choice of interp range, and how fast to slow and stop range all are related.
I suggest you watch the return value of this node and then observe it to get better understanding how to tweak your parameters.
I’ll delay my graph post for sure.