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How can I do the Opposite of Ease?

The Ease node does exactly the opposite of what I'm aiming to do.

I'm trying to interpolate between Vector A and B, but I want to do so at a rate when it accelerates more rapidly at the end of the interpolation, rather than at the beginning.

Vector A is being used as the current speed of the actor, Vector B is 0 or stopped.

Product Version: UE 4.9
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asked Oct 03 '15 at 12:03 AM in Blueprint Scripting

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On the Ease node change the dropdown labelled function and choose from "Ease in" or "Ease Out".

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answered Oct 03 '15 at 04:16 AM

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avatar image Quartaroy Oct 03 '15 at 04:19 AM

I've tried that. Maybe I don't understand how they're supposed to work, and there's no documentation on the node.

I've tried fractional values, exponential values, some immediately stop the vehicle, everything else eases in the way I don't want it to.

avatar image JohnnyJimJams Oct 03 '15 at 06:35 AM

Works for me like this.

Note the time line just produces a linear value between 0 and 1 over 3 seconds in this example.

When I adjust the 'Function' I get both a "Start slow and speed up" and a "Start fast and slow down" result. Note I adjusted the blend factor (to 6) on the Ease node to see the results a bit better.

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avatar image Quartaroy Oct 03 '15 at 08:20 PM

I'm not sure what the linear0-1 node is. This is what I have for my setup.

Each event tick, the actor's location is updated. Pressing the up key increases the actor's speed. Pressing the down key calls the dampener function.

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dampener.png (76.8 kB)
avatar image Quartaroy Oct 04 '15 at 06:59 PM

So, I figured out how to use the timeline, but the timeline doesn't function well with the event tick running, it actually resets the timeline every tick.

Is there a better way to do this than I'm aware of?

avatar image jayice Oct 03 '15 at 06:39 AM


Ok don't shoot me for being a "master of the obvious"!!!! lol

Why not just code up your own function to do what you want, instead of putting in more time, trying to find something, that may, or MAY NOT, exist? You already know what you want it to do, that's 90% of the work done, the rest is just code.

Your desired function seems pretty simple, you know that you want it to take affect when event X happens, you know where points A and B are, and the closer you get to B, the more you accelerate the deceleration, so it's an inverse proportion. Heck roll your own, and be done with it! lol

Ok, now you can shoot me, for being a "master of the obvious"! lol

Have a great day!



avatar image Quartaroy Oct 03 '15 at 08:13 PM

I'm not a coder. I have no idea how blocks of wild programming text work. I understand these flow charts. I'm not a grand mathematician either. I spent a couple days making my own ease-in function before I discovered UE4 already had a function for it. It's not simple math, and not something I think I'll ever figure out with some help.

If you're a master programmer proud to also be considered a mathematician, then maybe it's obvious to you. I don't share those qualities, no by a long stretch. I don't understand how the ease-in math works, what it's looking for, or what it's doing. I'm just punching in random numbers until something works, and it's inefficient at best.

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