UBlueprintSpringMathLibrary::CriticalSpringDampQuat
#include "Kismet/BlueprintSpringMathLibrary.h"
Access: public
Specifiers: staticBlueprintCallable
Description
Interpolates InOutRotation towards TargetRotation using the motion of a critically damped spring on SO(3), storing the resulting angular velocity back into InOutAngularVelocity. Preferred over the Rotator overload when gimbal-lock-free interpolation matters.
Caveats & Gotchas
- • Marked UE_EXPERIMENTAL(5.7, "SpringMath is experimental") — behaviour and defaults may change in later engine versions.
- • InOutRotation and InOutAngularVelocity must both be persisted by the caller between calls; InOutAngularVelocity is a plane vector (axis-angle rate in deg/s), not a quaternion, so do not attempt to normalize or multiply it as if it were one.
- • TargetRotation and InOutRotation should be normalized quaternions — feeding in an un-normalized FQuat produces a spring that drifts towards incorrect scale over many ticks.
Signature
static void CriticalSpringDampQuat(UPARAM(ref) FQuat& InOutRotation, UPARAM(ref) FVector& InOutAngularVelocity, const FQuat& TargetRotation, float DeltaTime, float SmoothingTime = 0.2f); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InOutRotation | FQuat& | The rotation to be damped; updated in place each call. | — |
| InOutAngularVelocity | FVector& | The angular velocity in deg/s; must be persisted by the caller between calls. | — |
| TargetRotation | const FQuat& | The goal rotation to damp towards. | — |
| DeltaTime | float | Timestep in seconds. | — |
| SmoothingTime | float | Smoothing time for the spring. Larger values give more damped behaviour; 0 snaps InOutRotation to TargetRotation. | 0.2f |
Return Type
void Example
Smooth an object's rotation towards a target orientation C++
FQuat SmoothedRotation = GetActorQuat();
FVector RotationalVelocity = FVector::ZeroVector;
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
UBlueprintSpringMathLibrary::CriticalSpringDampQuat(SmoothedRotation, RotationalVelocity, TargetQuat, DeltaTime, 0.2f);
SetActorRotation(SmoothedRotation);
} See Also
Tags
Version History
Introduced in: 5.7
| Version | Status | Notes |
|---|---|---|
| 5.7 | experimental | SpringMath is experimental. |
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