UBlueprintSpringMathLibrary::DampAngle
#include "Kismet/BlueprintSpringMathLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Smooths Angle towards TargetAngle using exponential damping, returning the new smoothed angle in degrees each call. Stateless and pure — no velocity is tracked.
Caveats & Gotchas
- • Marked UE_EXPERIMENTAL(5.7, "SpringMath is experimental") — behaviour and defaults may change in later engine versions.
- • Does not perform shortest-path wraparound across the 0/360 boundary, so an Angle of 359 damping towards a TargetAngle of 1 will smooth the long way around unless you normalize the angle delta yourself first.
- • Being pure and stateless, the caller must feed the previous return value back in as Angle each call to get continuous smoothing.
Signature
static float DampAngle(float Angle, float TargetAngle, float DeltaTime, float SmoothingTime = 0.2f); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Angle | float | The angle to be smoothed, in degrees. | — |
| TargetAngle | float | The target angle to smooth towards, in degrees. | — |
| DeltaTime | float | Time interval in seconds. | — |
| SmoothingTime | float | Timescale over which to smooth. Larger values give more smoothed behaviour; can be zero. | 0.2f |
Return Type
float Example
Smooth an angle value frame-to-frame C++
float SmoothedAngle = 0.f;
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
SmoothedAngle = UBlueprintSpringMathLibrary::DampAngle(SmoothedAngle, TargetAngle, DeltaTime, 0.2f);
} Tags
Version History
Introduced in: 5.7
| Version | Status | Notes |
|---|---|---|
| 5.7 | experimental | SpringMath is experimental. |
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