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UKismetMathLibrary::RInterpTo

function Engine Blueprint Since 4.0
#include "Kismet/KismetMathLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintPure

Description

Smoothly rotates from Current toward Target rotation at a rate proportional to the remaining angular distance, giving an exponential ease-out feel. Commonly used each tick to turn an actor toward a facing direction.

Caveats & Gotchas

  • Must be called every tick with that tick's DeltaTime; a single call will not reach Target since the turn rate scales with remaining distance.
  • Interpolates per-axis on the rotator (pitch, yaw, roll independently), which can produce visibly different motion than a quaternion slerp for large rotations — use RInterpTo_Constant or a quaternion-based approach if you need uniform angular velocity.
  • An InterpSpeed of 0 snaps directly to Target instead of leaving Current unchanged.

Signature

static FRotator RInterpTo(FRotator Current, FRotator Target, float DeltaTime, float InterpSpeed)

Parameters

Name Type Description Default
Current FRotator The actual rotation this tick.
Target FRotator The rotation being tracked.
DeltaTime float Time since the last update, typically the frame's delta time.
InterpSpeed float Interpolation speed; a value of 0 jumps straight to Target.

Return Type

FRotator

Example

Smoothly turn an actor to face a target rotation C++
void AMyActor::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    FRotator NewRotation = UKismetMathLibrary::RInterpTo(GetActorRotation(), TargetRotation, DeltaTime, 5.0f);
    SetActorRotation(NewRotation);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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