UBlueprintSpringMathLibrary::CriticalSpringDampVector2D
#include "Kismet/BlueprintSpringMathLibrary.h"
Access: public
Specifiers: staticBlueprintCallable
Description
Interpolates InOutX towards TargetX using the motion of a critically damped spring, storing the resulting velocity back into InOutV. Commonly used to smooth 2D UI positions or screen-space coordinates.
Caveats & Gotchas
- • Marked UE_EXPERIMENTAL(5.7, "SpringMath is experimental") — behaviour and defaults may change in later engine versions.
- • InOutX and InOutV must be persisted by the caller between calls; each axis is damped independently.
Signature
static void CriticalSpringDampVector2D(UPARAM(ref) FVector2D& InOutX, UPARAM(ref) FVector2D& InOutV, const FVector2D& TargetX, float DeltaTime, float SmoothingTime = 0.2f); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InOutX | FVector2D& | The value to be damped; updated in place each call. | — |
| InOutV | FVector2D& | The velocity of the damped value; must be persisted by the caller between calls. | — |
| TargetX | const FVector2D& | The goal value to damp towards. | — |
| DeltaTime | float | Timestep in seconds. | — |
| SmoothingTime | float | Smoothing time for the spring. Larger values give more damped behaviour; 0 snaps InOutX to TargetX. | 0.2f |
Return Type
void Example
Smooth a widget's screen position towards a target C++
FVector2D WidgetPosition = FVector2D::ZeroVector;
FVector2D WidgetVelocity = FVector2D::ZeroVector;
void UMyHUDWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime)
{
UBlueprintSpringMathLibrary::CriticalSpringDampVector2D(WidgetPosition, WidgetVelocity, TargetScreenPosition, DeltaTime, 0.2f);
SetPositionInViewport(WidgetPosition);
} See Also
Tags
Version History
Introduced in: 5.7
| Version | Status | Notes |
|---|---|---|
| 5.7 | experimental | SpringMath is experimental. |
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