x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to make input axis lerp smoothly?

Hi all UE4 Citizens. Its my first ever question, for the first thing that I tried to do for myself.

I was following along the official basic tutorial of Unreal Engine you tube link

And basically we has a blend state and we made a third person controller run around. However I noticed that the blend state for the locomotion had no effect because the Input axis we set up in project settings were always either -1, 0, or 1. So in essence we were always moving at top speed, or no speed. which made the blend state useless.

Maybe there are better approaches to fix this. However I want to have my Input Axis Lerp through range of [-1, 1] or something like that. I did not find that property. So I decided to Blueprint it.

alt text

Placing aside the fact that I am not the most organized blueprinter. It sort of works. But I feel it shouldn't be this Complicated.

Is there a property to make the Input Axis smoothly lerp from [-1, 1]. So that the blend state of idle_walk_run can actually transition?

Product Version: Not Selected
Tags:
axis blueprint.png (539.1 kB)
more ▼

asked Oct 27 '14 at 01:19 PM in Blueprint Scripting

avatar image

TinyTeaTree
23 9 10 13

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

3 answers: sort voted first

You can just adjust the acceleration in the defaults of your character.

more ▼

answered Oct 28 '14 at 02:15 AM

avatar image

Alan Webster
860 50 34 81

avatar image TinyTeaTree Oct 28 '14 at 05:14 AM

Ok now I understand. The movement controller recieves between [-1, 1] inputs, and properly accelerates. For some reason the default "Max Acceleration" on my movement controller was set to 2048.0 which is 20 m/s which is double gravity, which is alot.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

The node you are looking for is "finterp". (There are a couple of "interp" nodes. f for float, v for vector and so on).

The "finterp" node takes three inputs: Current, Target and Speed. This would get rid of all those clamp and what not nodes ;)

more ▼

answered Oct 27 '14 at 11:35 PM

avatar image

Erasio
5.9k 291 86 293

avatar image TinyTeaTree Oct 28 '14 at 05:12 AM

finterp would improve the smoothness. I did not think to look for interpolate. now i know.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

You can just adjust the acceleration in the defaults of your character.

more ▼

answered Oct 28 '14 at 02:17 AM

avatar image

Alan Webster
860 50 34 81

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question