UBlueprintSpringMathLibrary::ConvertSmoothingTimeToHalfLife
#include "Kismet/BlueprintSpringMathLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Converts a spring's smoothing time into its equivalent half life — how long it takes the value to close half the remaining distance to the target. This is the inverse of ConvertHalfLifeToSmoothingTime, useful for exposing a more intuitive tuning value in tools or UI.
Caveats & Gotchas
- • Not itself marked UE_EXPERIMENTAL, but it lives on an Experimental UCLASS (UBlueprintSpringMathLibrary) and only makes sense alongside the other spring/damping functions, which are experimental.
- • A SmoothingTime of 0 produces a half life of 0 (an instant snap to target); do not assume a linear relationship between the two values for tuning purposes.
Signature
static float ConvertSmoothingTimeToHalfLife(float SmoothingTime); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| SmoothingTime | float | The smoothing time of the spring in seconds — the time by which the output lags the input when critically damped and the input changes at a constant rate. | — |
Return Type
float Example
Expose smoothing time as a half life in an editor widget C++
float DisplayedHalfLife = UBlueprintSpringMathLibrary::ConvertSmoothingTimeToHalfLife(SmoothingTime);
// Show DisplayedHalfLife in seconds to the designer instead of the raw SmoothingTime Tags
Version History
Introduced in: 5.7
| Version | Status | Notes |
|---|---|---|
| 5.7 | experimental | SpringMath is experimental. |
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