UKismetMathLibrary::VInterpTo_Constant
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Moves a vector toward a target at a constant rate (world units per second) rather than using exponential decay. Clamps to the target once it would overshoot.
Caveats & Gotchas
- • Unlike VInterpTo, this function moves at a fixed speed regardless of distance. A far-away target takes longer to reach, and a nearby target snaps as soon as the remaining distance is less than InterpSpeed * DeltaTime — useful when predictable timing matters more than organic feel.
- • InterpSpeed is in units per second, not a unitless rate like VInterpTo. Setting it too low relative to expected distances will make the object feel stuck; setting it too high produces an immediate snap.
Signature
static UE_INL_API FVector VInterpTo_Constant(FVector Current, FVector Target, float DeltaTime, float InterpSpeed); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Current | FVector | The current value. | — |
| Target | FVector | The target value. | — |
| DeltaTime | float | Time elapsed since the last call, in seconds. | — |
| InterpSpeed | float | World units per second to move toward Target. | — |
Return Type
FVector Example
Move UI element at a fixed speed C++
// Moves widget position 300 units/s toward the anchor
CurrentWidgetPos = UKismetMathLibrary::VInterpTo_Constant(
CurrentWidgetPos, AnchorPos, DeltaTime, 300.f);
WidgetTransform.Translation = FVector2D(CurrentWidgetPos.X, CurrentWidgetPos.Y); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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