How do I move something between two points linearly?

How do you move something between two points linearly? I have a static mesh and a track/path of arrows on which the static mesh is supposed to move on continuously without interruptions.

Attempt 1: “Move Component To”-node
Problem: Executing “Move” again behaves like executing “Return”. Probably a bug. I’m using 4.1.1 by the way, not sure if it has been fixed in 4.2.

Attempt 2: “VInterp To”-node + “set world location”-node
Problem: Using it creates a non-linear ease-out motion. I tried to do some math stuff with vector length and whatnot but I failed to find the right math for the “interp speed” to make it’s motion linearly.

Attempt 3: Timeline + “add local offset”-node
Problem: Using a linear graph from 0,0 to 1,1 in combination with target location minus static mesh location creates a smooth ease-in, ease-out motion.

So, is there any way or do I have to use a matinee actor which limits the dynamic use of the attempted system?

if it just moves from point A to B the timeline is probably the best way to go.

I am sorry but I don’t understand what the ease in and out motion problem is. I would probably create a curve for the movement.

Hey DasMatze,

Have you tried using a Timeline to drive a Lerp (Vector) node + Set World Location to see if that suits what you are trying to do?

-Steve

Also there’s Lerp (Transform) where he could Tick from A to B.

if it is linear (only 2 states) you can use lerp…

8624-capture.png

alpha blends from 0 to 1…
there are lerps for vectors, transforms, rotators and colors… and you can nest them, so…
Have Fun :slight_smile:

what do you mean? does it slow down to the end?
how do you drive your alpha value? it must be linear over time but where do you get it from?

Thank you for replying! Unfortunately I get the same ease-in, ease-out motion with Lerp which is not what I’m trying to achieve.

If only the Move Component To-node would work …

Ease-in and ease-out means it starts slow, gets fast in the center of the path, then gets slow until it stops. When you’re trying to move something along a path/track you need a continuous speed.

Yes, it starts slow, gets faster, and slows down again via this rough setup:

It’s driven by a linear curve inside the timeline.

Sure …

Ah, yes. I totally forgot about that. Thank you so much for your effort!

can you give us a screenshot from your timeline? (doubleclick it)

how about skype?
i think i got why…

you have to store your begin and endvector locally…
because everytime you update you get the new updated location from your object…

every time you call “set word location” you get the objects location and then lerp between this new location and the target…

it’s something like go to A and take first 1 step then 1/2 then 1/4 and so on… you never reach it