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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 () |
Action that interpolates a component over time to a desired position
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inline |
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inlineoverridevirtual |
Reimplemented from FPendingLatentAction.
| bool FInterpolateComponentToAction::bEaseIn |
Should we ease in (ie start slowly) during interpolation
| bool FInterpolateComponentToAction::bEaseOut |
Should we east out (ie end slowly) during interpolation
| bool FInterpolateComponentToAction::bForceShortestRotationPath |
Force use of shortest Path for rotation
| bool FInterpolateComponentToAction::bInterpLocation |
If we should modify location
| bool FInterpolateComponentToAction::bInterpolating |
If we are currently interpolating. If false, update will complete
| bool FInterpolateComponentToAction::bInterpRotation |
If we should modify rotation
| FWeakObjectPtr FInterpolateComponentToAction::CallbackTarget |
Object to call callback on upon completion
| FName FInterpolateComponentToAction::ExecutionFunction |
Function to execute on completion
| FVector FInterpolateComponentToAction::InitialLocation |
Location to interpolate from
| FRotator FInterpolateComponentToAction::InitialRotation |
Rotation to interpolate from
| int32 FInterpolateComponentToAction::OutputLink |
Link to fire on completion
| TWeakObjectPtr<USceneComponent> FInterpolateComponentToAction::TargetComponent |
Component to interpolate
| FVector FInterpolateComponentToAction::TargetLocation |
Location to interpolate to
| FRotator FInterpolateComponentToAction::TargetRotation |
Rotation to interpolate to
| float FInterpolateComponentToAction::TimeElapsed |
Time so far elapsed for the interpolation
| float FInterpolateComponentToAction::TotalTime |
Time over which interpolation should happen