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Unreal Engine 5 · Blueprint → C++

FInterp To in Unreal Engine 5 C++

The Blueprint FInterp To node eases a float toward a target over time. In C++ call FMath::FInterpTo(Current, Target, DeltaTime, InterpSpeed).

Blueprint node & C++ equivalent

FInterp To Blueprint node and its C++ equivalent in Unreal Engine 5
The “FInterp To” Blueprint node.
C++
float Current;
float Target;
float DeltaTime;
float InterpSpeed;

float Result = FMath::FInterpTo(Current, Target, DeltaTime, InterpSpeed);

What does the FInterp To node do?

FInterp To moves a current float value toward a target value at a rate controlled by InterpSpeed, scaled by DeltaTime so the motion is frame-rate independent. It produces smooth, decelerating interpolation that slows as it approaches the target.

How to use it in C++

Call FMath::FInterpTo(Current, Target, DeltaTime, InterpSpeed) from Tick, feeding the result back into Current each frame. Pass the frame's DeltaTime so the speed stays consistent across hardware.

An InterpSpeed of 0 returns the target instantly; higher values reach the target faster. The function is declared in FMath, which is available without extra includes in most gameplay code.

Frequently asked questions

How do I smoothly interpolate a float in UE5 C++?+

Call FMath::FInterpTo(Current, Target, DeltaTime, InterpSpeed) each tick and assign the result back to your current value.

What does InterpSpeed 0 do in FInterpTo?+

An InterpSpeed of 0 snaps directly to the target value with no smoothing.

Related Math nodes

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