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Interpolation

Contents

Introduction

This tutorial aims to give you the understanding of how interpolation points work, and how to set them up

Interpolation is a triggered path that moves player's through a series of different points in a specific order. An interpolation path is used in the opening castle scene when you first start Unreal.

How Interpolation Points work

  1. An Interpolation Point works like a magnet more or less and pulls you towards each point. You need at least three points to create a working path.

  2. The path "flows" from point to point. The more points you place in close proximity the closer the paths travel.

  3. For this path to actually work the tag for each point need to be the same and it also need to be linked with the special events event property

  4. Initial state of the special event need to be set to "PlayerPath".

Properties

Adding Interpolation Points to your map

  1. InterpolationPoints can be found under Keypoint > InterpolationPoint in the Actor Classes Browser. The first thing to do is to add one to your level where you want the camera to start.

  2. Set the direction the camera will follow by adjusting the direction of the arrow on the Interpolation Point in the 2D views.

  3. In InterpolationPoint > InterpolationPoint > Position, you should put the number that defines what point in the path the InterpolationPoints is at. The starting point should start at 0 and should go in order i.e 0, 1, 2, 3, etc... The max limit is 127.

  4. The best way to set up your path is to add all the InterpolationPoints to your level, then set up the order, adjust the speed and direction.

Making your camera follow your Interpolation Point path

  1. Once you have your Interpolation Points path layed out, select all the Interpolation Points (right click on one, and select Select all InterpolationPoint actors). Change the tag on all of them to the same name. This could be something like PathStart.

  2. Set the order of each Interpolation Point by opening its property and setting its position. Interpolation Point > InterpolationPoint > Position. Start with 0 and move up numerically in order until you've set all the Interpolation Points positions. The max limit is 127.

  3. Now that you have your InterpolationPoints set up, you will need to pull up the properties of the final Interpolation Point and set its InterpolationPoint > bEndOfPath to True. Also, set InterpolationPoint > bSkipNextPath to True, since we want the motion to start over again each time the object completes its path.

  4. In order to get the object moving, we'll have to use a trigger. Under Actor > Triggers > Trigger and add one to your map where the player will be able to walk. Set its Events > Event value to the same name are your interpolation points. You can also bump up the Collision > CollisionRadius if you want a larger radius.

Tweaking your Interpolation Point path

  1. Now that you have your Interpolation Points in place it's time to tweak the path you created to make sure you are not going through walls or having the camera pointing in the wrong direction. Change the RateModifier to 0.2. This will make the whole thing go in slow motion, which makes it much easier to write down the what changes you want to make as you watch it.

  2. Now, run the map. Watch the camera go round the IP path, and write down the changes you want to make when the camera goes somewhere you don't want it to, either through a wall, or just out of line. If this is your first time using IP's, then you will find that you will probably have quite a lot of dodgy points.

  3. Back in UnrealEd, find the offending points, and try to tweak them. There is not much to tell you what to do here, as it is really just trial and error.

Setting the speed of the Interpolation Points

  1. Once you have your path correct, you may want to play around with the speed. You will find that it looks a lot nicer if the speed does vary. Knowing when to vary the speed isn't something that can be taught you.

  2. To change the speed, go to InterpolationPoint Properties > InterpolationPoint > RateModifier. Again, it is a matter of trial and error to find a series of values which you like. On each Interpolation Point, the rate will be at that point, and it will change between the two points. If you want to change the rate very quickly, have two Interpolation Points very close to each other with different rate values

  3. You can, if you want, change the speed of the game with the GameSpeedModifier, but this works seperately from RateModifier. If you do use GameSpeedModifier, then make sure that it is reset back to 1 for the end of the Interpolation Point path.

Creating a Test FlyBy

  1. Start by creating a large room, 1024x1204x1024, texture and light it as you like.

  2. Add a player start location anywhere you like but place it slightly higher than usual.

  3. Add a trigger right below the player start and set the trigger property, Events > Event to "PathStart"

  4. Add a special event trigger anywhere you like and set the Events > Tag to "PathStart" then set the Event to "RollerCoaster". Now set the SpecialEvent > Object > InitialState to PlayerPath

  5. Lastly, under Keypoint in the actor browser you will find "InterpolationPoint". Select it and add these in a flow like pattern. By rotating the actor you will alter the direction a player face when going through the path. You need at least three points to create a working path.

  6. Now select all InterpolationPoints and change the Tag to the same name for all InterpolationPoint to "RollerCoaster". Next set the position for each InterpolationPoint starting with 0 for the first InterpolationPoint working in succession until each InterpolationPoint has there position set.

  7. Test the map you just created, you should have a working FlyBy.

Notes



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