Hi everyone, I was looking for a function that I could use in Tick to interpolate a float like character health from its current value to its maximum value. Looking at the API documentation in 4.6 it seemed like FMath::FInterpTo could be a good candidate to use. In my project (4.6.1) I was not able to get this function to work though.
I tried to use the visual studio feature to view this functions definition, and instead it goes to the functions declaration, it doesn’t seem as if it has a defined definition.
UnrealMathUtility.h
/** Interpolate float from Current to Target. Scaled by distance to Target, so it has a strong start speed and ease out. */
static CORE_API float FInterpTo( float Current, float Target, float DeltaTime, float InterpSpeed );
When I tried to see other math functions that were used in the ShooterGame example, for instance FMath::Lerp() the function seems to display correctly and is also defined in the UnrealMathUtility.h.
My questions are:
(1) Should I be having this problem? I am using downloaded library builds of the engine, not github source.
(2) Is there another way to accomplish the changing the value of a float over time using existing math functions that I may not be seeing?