This is for a situation, where you need to update it constantly, but not really usable in case of for example doors, animating of material parameters inside of UMG, and simple lerps between two values - each actor would need to have tick, or timeline, to update that specific smoothing function.
Timelines are good enough for some time, but after hundreds of actors, it’s not efficient to keep setting up timelines for each small effect. And when we call BP functions from C++, that’s where the real hassle starts - I have to then reroute the fuction back to event graph where timeline can be created, get the effect “done”. It’s incredible amout of spaghetti, and to re-read these scripts 1 months later is a pain.
Therefore I am searching for the tweening workflow.
So for example I have a door that player can “barricade”, and this function is called from C++.
Now, when the player barricades it the metal grate closes - instead of doing all the spaghetti and setting up timelines, I made a public function library, into which I set up “Animation Rotate Component”. Therefore, from anywhere in the project now, I can call this function for rotating components:
Now all is nice, this is how it looks inside of the function itself, it’s basically simplified iTween node, that I can customize later:
Though here is the problem - I can’t find a way to animate materials with iTween, specifically floats. I have a material in UMG that I need to lerp between two values, but with iTween it doesn’t seem possible. With the UMG animations it’s not possible either - cannot take out float value, and Timelines cannot be created inside of UMG.
Eitherway - yes I was doing very similar stuff to you this whole time, and it’s creating a mess in the entire project just because I need to interp between two values…