UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FInterpolateComponentToAction Class Reference

#include <InterpolateComponentToAction.h>

+ Inheritance diagram for FInterpolateComponentToAction:

Public Member Functions

 FInterpolateComponentToAction (float Duration, const FLatentActionInfo &LatentInfo, USceneComponent *Component, bool bInEaseOut, bool bInEaseIn, bool bInForceShortestRotationPath)
 
virtual void UpdateOperation (FLatentResponse &Response) override
 
- Public Member Functions inherited from FPendingLatentAction
 FPendingLatentAction ()
 
virtual ~FPendingLatentAction ()
 
virtual void NotifyObjectDestroyed ()
 
virtual void NotifyActionAborted ()
 

Public Attributes

float TotalTime
 
float TimeElapsed
 
bool bInterpolating
 
FName ExecutionFunction
 
int32 OutputLink
 
FWeakObjectPtr CallbackTarget
 
TWeakObjectPtr< USceneComponent > TargetComponent
 
bool bInterpRotation
 
FRotator InitialRotation
 
FRotator TargetRotation
 
bool bInterpLocation
 
FVector InitialLocation
 
FVector TargetLocation
 
bool bEaseIn
 
bool bEaseOut
 
bool bForceShortestRotationPath
 

Detailed Description

Action that interpolates a component over time to a desired position

Constructor & Destructor Documentation

◆ FInterpolateComponentToAction()

FInterpolateComponentToAction::FInterpolateComponentToAction ( float  Duration,
const FLatentActionInfo LatentInfo,
USceneComponent *  Component,
bool  bInEaseOut,
bool  bInEaseIn,
bool  bInForceShortestRotationPath 
)
inline

Member Function Documentation

◆ UpdateOperation()

virtual void FInterpolateComponentToAction::UpdateOperation ( FLatentResponse Response)
inlineoverridevirtual

Reimplemented from FPendingLatentAction.

Member Data Documentation

◆ bEaseIn

bool FInterpolateComponentToAction::bEaseIn

Should we ease in (ie start slowly) during interpolation

◆ bEaseOut

bool FInterpolateComponentToAction::bEaseOut

Should we east out (ie end slowly) during interpolation

◆ bForceShortestRotationPath

bool FInterpolateComponentToAction::bForceShortestRotationPath

Force use of shortest Path for rotation

◆ bInterpLocation

bool FInterpolateComponentToAction::bInterpLocation

If we should modify location

◆ bInterpolating

bool FInterpolateComponentToAction::bInterpolating

If we are currently interpolating. If false, update will complete

◆ bInterpRotation

bool FInterpolateComponentToAction::bInterpRotation

If we should modify rotation

◆ CallbackTarget

FWeakObjectPtr FInterpolateComponentToAction::CallbackTarget

Object to call callback on upon completion

◆ ExecutionFunction

FName FInterpolateComponentToAction::ExecutionFunction

Function to execute on completion

◆ InitialLocation

FVector FInterpolateComponentToAction::InitialLocation

Location to interpolate from

◆ InitialRotation

FRotator FInterpolateComponentToAction::InitialRotation

Rotation to interpolate from

◆ OutputLink

int32 FInterpolateComponentToAction::OutputLink

Link to fire on completion

◆ TargetComponent

TWeakObjectPtr<USceneComponent> FInterpolateComponentToAction::TargetComponent

Component to interpolate

◆ TargetLocation

FVector FInterpolateComponentToAction::TargetLocation

Location to interpolate to

◆ TargetRotation

FRotator FInterpolateComponentToAction::TargetRotation

Rotation to interpolate to

◆ TimeElapsed

float FInterpolateComponentToAction::TimeElapsed

Time so far elapsed for the interpolation

◆ TotalTime

float FInterpolateComponentToAction::TotalTime

Time over which interpolation should happen


The documentation for this class was generated from the following file: