Starfield Backdrop Only


We used BP_FirstPersonCharacter to implement a left-mouse drag into smooth, continuous movement and rotation for two interactive pads (“LeftPad” and “RightPad”).
High-Level GoalOn Left Mouse Button, cast a ray from the cursor into the world. If the hit component is tagged as Left or Right, compute a target location (impact point) and rotation (look direction), then drive the corresponding pad toward that target using Timeline-powered Lerp for stable, non-snappy motion.
Data Flow

Update Active Pad Timeline:
  1. LeftPad Continuous Movement
    Read current state with Get World Location and Get World Rotation (for the LeftPad scene component). A Timeline (looping or constantly playing) outputs an Alpha in [0,1]. Lerp Vector from CurrentLocation to TargetLocation, and Lerp Rotator from CurrentRotation to TargetRotation. Apply results using Set World Location and Rotation (target is the LeftPad scene component) for smooth chasing.
  2. RightPad Continuous Movement
    Mirror of the LeftPad block: read current transform, Timeline Alpha, Lerp Vector and Rotator, then Set World Location and Rotation. Which block updates this frame is decided by Section 3’s classification booleans.
  3. State bookkeeping
    After each SetWorldLocationAndRotation, update flags such as ActivePad (None, Left, Right), IsDragging, and cached targets for the next interpolation step.
Click Here to See the Implementation Details
Outcome

With this setup, a left-mouse drag smoothly drives either pad toward the cursor hit point, maintaining a sensible facing direction, while keeping code paths symmetric between Left and Right and easy to debug or extend.