UKismetMathLibrary::ResetFloatSpringState
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Resets a float spring's velocity and previous-target tracking back to zero/invalid, as if it had never run. Call this before reusing a spring for an unrelated value or after a large discontinuity (e.g. a teleport) to avoid a visible snap.
Caveats & Gotchas
- • Only clears the spring's internal state — it does not change the Current value you pass into FloatSpringInterp on the next call, so you may also want to explicitly reset Current at the same time.
- • Forgetting to reset after reassigning a spring variable to a new logical target causes the old velocity to bleed into the new interpolation, producing an unexpected overshoot on the first few frames.
Signature
static void ResetFloatSpringState(UPARAM(ref) FFloatSpringState& SpringState) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| SpringState | FFloatSpringState& | The spring state to reset. | — |
Return Type
void Example
Reset spring state after a teleport C++
void AMyCamera::OnTeleport()
{
UKismetMathLibrary::ResetFloatSpringState(FOVSpringState);
CurrentFOV = TargetFOV;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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