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UKismetMathLibrary::VEase

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

Description

Eases between two vectors using the specified easing curve. Applies FMath::Ease to Alpha before performing a linear interpolation, so the shape of the motion follows the chosen curve.

Caveats & Gotchas

  • This node is marked BlueprintInternalUseOnly and is exposed through the generic 'Ease' Blueprint node — you typically won't call it directly in C++. Call FMath::Ease on Alpha yourself and then pass the result to VLerp for cleaner C++ code.
  • BlendExp and Steps are only meaningful for the appropriate EasingFunc variants. Passing them with EasingFunc=Linear has no effect. Forgetting to set them can produce unexpectedly flat or stiff curves when switching EasingFunc types.

Signature

static ENGINE_API FVector VEase(FVector A, FVector B, float Alpha, TEnumAsByte<EEasingFunc::Type> EasingFunc, float BlendExp = 2, int32 Steps = 2);

Parameters

Name Type Description Default
A FVector Start vector.
B FVector End vector.
Alpha float Interpolation factor in [0,1].
EasingFunc TEnumAsByte<EEasingFunc::Type> Which easing curve to apply (Linear, EaseIn, EaseOut, EaseInOut, etc.).
BlendExp float Exponent for EaseIn/EaseOut curves. Higher values produce a more pronounced curve. 2
Steps int32 Number of steps for the Step easing function. 2

Return Type

FVector

Example

Ease-out camera pan C++
// Directly call FMath::Ease then VLerp for idiomatic C++
float EasedAlpha = FMath::Ease(Alpha, EEasingFunc::EaseOut, 2.f, 2);
FVector NewCamPos = UKismetMathLibrary::VLerp(StartPos, EndPos, EasedAlpha);
Camera->SetWorldLocation(NewCamPos);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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