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Trouble getting the right Interp Speed with 'FInterp To' node
I was following this course using UE5 version 5.4.2 and building a "Handle Rotation" graph for a door that looks like this:
I encountered this problem:
setting the Interp Speed
to anything but 0 makes the Return Value
wrong.
I mean that, as I understand FInterp
, it should eventually return the Target
value, but in my case interp speed just makes the value wrong.
For example (Current = 0
, Target = 90
, Delta Time = World Delta Seconds
, Interp Speed = 3
) the return value of this is equal to 0.375.
I used event tick to set the delta time but it changes nothing.
Just setting the speed to 0 makes it work, but that is the problem, I want smooth rotation for my door.
How do I code Engine plumes in blueprints in Unreal Engine 5.3.2
I am currently building a game called Realistic Spaceflight 3D which is a 3D game like KSP2 just with realism overhaul. In this game, I want the engines to have the realistic engine plume just like the KSP RO plumes.
I want a logic for how the game should render the same plume texture file at different altitudes to give the plume expansion effect as well as logic which changes the opacity based on altitude. Thanks in advance.