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UKismetMathLibrary::SetFloatSpringStateVelocity

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

Description

Directly overwrites the velocity component of a float spring's internal state without affecting its current value or previous-target tracking. Useful for injecting an external impulse, such as recoil or an impact, into an ongoing spring interpolation.

Caveats & Gotchas

  • Does not reset PrevTarget or bPrevTargetValid — only the Velocity field is written, so the spring continues tracking its existing target after the call.
  • Calling this every frame instead of only on impulse events fights the spring's own velocity calculation in FloatSpringInterp and produces jittery, unpredictable motion.

Signature

static void SetFloatSpringStateVelocity(UPARAM(ref) FFloatSpringState& SpringState, float Velocity)

Parameters

Name Type Description Default
SpringState FFloatSpringState& The spring state to modify.
Velocity float The velocity value to assign to the spring's internal state.

Return Type

void

Example

Inject a recoil impulse into a spring-smoothed camera kick C++
void AMyWeapon::ApplyRecoilImpulse()
{
    UKismetMathLibrary::SetFloatSpringStateVelocity(RecoilSpringState, -50.f);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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