Hello everyone,
I recently tried some simple things in blueprints and was confused by what was happening.
What I want to achieve:
A Blueprint Actor placed in my level which is controlled via external inputs (getting signals via OSC, that part is working without problems). Basically I’m setting a target rotation when I receive an Event, which then should lead to the Blueprint Actor rotating from it’s current rotation, to the rotation target set.
Setup:
As I wanted to have some follow up Animations (graphics on the Hud fading in when receiving the finished tick from the timeline), I set up a timeline, animating a float from 0 to 1 in a certain time and connected everything to a Lerp (Rotator) Node.
As I understood it, the Node “fades” between the Value A and B via the alpha Value it receives.
I actually thought this worked until I tried to change the length of my Timeline (therefore the length of the rotation time) and I recognized that it’s not really influencing the Lerp in the way I would have imagined.
Even if I set the Timeline length (and of course the corresponding keyframes in it) to long times like 10 seconds, the rotation seems to finish in about 1 second.
I printed the timeline output, which is just fine 0 → 1 in the set time.
But the rotation of the lerp is weird, let’s say the current rotation is 0,0,0 and the target is 0, 10, 0 it rotates to ~0.98 in the above mentioned second…and for the rest of the timelineAnimation time it increases in ~0.001 steps.
Am I getting something wrong with the Lerp Rotator here?
I read that Rinterp could achieve a similar effect. I tried this too and it works. My only “problem” with it is, that I wanted to use the timelines “Finished” tick, to set up a popup on myHUD, as the animation finishes.
I’m actually not sure how to achieve this effect with the Rinterp, as I don’t know when the rotation is finished.
Contrary to the “Timleline-Lerp” idea above, where the duration of the animation is set by timeline, the duration of the rotation using Rinterp varies (as the angles between the rotation targets will differ) Therefore a timed fade in of the popup won’t work (if I’m not getting this wrong)
Any suggestions how to solve this would be highly appreciated!
Thanks in advance
Daniel