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Interpolating between 2 FVectors, so confused...

I'm calculating a movement vector, where magnitude is used for the velocity in the frame and the units for direction, using various effects like input, gravity etc (doing it from scratch in Pawn).

I'm stuck on calculating an FVector that is somewhere between 2 existing FVectors. I have used lerp and such in blueprints, but I know those use rotators. So is that the same process in c++? Do I lerp, having to deconstruct the FVectors into FRotators (I believe this uses unit vectors? maybe a conversion to degrees from there?), average the original FVectors lengths and reapply the magnitude to the result of the lerp (assuming it's a unit vector again)?

Or is there a more direct way to lerp using the FVectors directly?

Thanks!

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asked Apr 24 '15 at 07:08 PM in C++ Programming

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DanaFo
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1 answer: sort voted first

Im not sure what you're asking but if you want to lerp between 2 Vectors or 2 Rotators this is the simplest way as i know:

 // Lerp Between 2 FVectors
 FVector A;
 FVector B;
 float Alpha = 0.5f;
 FVector C = FMath::Lerp(A, B, Alpha);
 // To Get the Rotation From a Vector
 C.Rotation();


 // Lerp Between 2 FRotators
 FRotator A;
 FRotator B;
 float Alpha = 0.5f;
 FRotator C = FMath::Lerp(A, B, Alpha);

 // To get the vectors from a rotator
 C.Vector();

By the way everything is identical to the blueprint names so it should be easy to port your bps to c++.

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answered Apr 24 '15 at 07:15 PM

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Azarus
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avatar image DanaFo Apr 24 '15 at 07:22 PM

Excellent, thank you very much for that!

avatar image Azarus Apr 24 '15 at 07:34 PM

Thanks. :) By the way the answer is now unaccepted because of the comment :P

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