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UKismetMathLibrary::SetVectorSpringStateVelocity

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

Description

Overwrites the internal velocity stored in a vector spring state, without touching the position it is currently tracking. Use it to inject an instantaneous impulse, such as recoil or a bump, into an ongoing VectorSpringInterp.

Caveats & Gotchas

  • Does not change the Current value passed into VectorSpringInterp — it only changes the momentum used on the spring's next update, so the visible position keeps moving smoothly from wherever it already is.
  • Calling this every frame defeats the purpose of a spring; it is meant for one-off nudges, not for driving continuous motion — use VectorSpringInterp's own parameters for that.

Signature

static void SetVectorSpringStateVelocity(UPARAM(ref) FVectorSpringState& SpringState, FVector Velocity)

Parameters

Name Type Description Default
SpringState FVectorSpringState& The spring state whose internal velocity is overwritten.
Velocity FVector The new velocity to assign to the spring's internal momentum.

Return Type

void

Example

Add recoil impulse to a camera spring C++
void AMyWeapon::ApplyRecoil()
{
    UKismetMathLibrary::SetVectorSpringStateVelocity(CameraSpringState, FVector(0.f, 0.f, 400.f));
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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