Lerp finishes before Timeline that is driving it does
I'm trying to create a "ping pong" effect with the player camera. Right now, it's just between two components I have specified in my Player BP. Eventually I want to add more points.
I have the "ping pong" effect working. But I have 2 problems:
Here's an image of what I have now. It could definitely be reduced, but this works pretty well now for isolating debug issues. I'm basically checking to see if the camera is at a start or end point, from there I'm ending all the other timelines that move it and enabling only the one I want. It spawns at Position 1. If the spacebar is pressed it starts moving towards Position 2. If released it moves back to Position 1. And it can be interrupted from there to go back and forth based on pressed/released.
asked Mar 30 '15 at 01:52 AM in Blueprint Scripting
In the Timeline, are you setting the 'Length' correctly? By default it is set to 5 seconds.
You could also just use the checkbox 'Use Last Keyframe'.
answered Oct 16 '15 at 03:43 PM
TJ V ♦♦ STAFF
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