Easily manage time-based actions such as move, rotate, scale, blend, and fade with various ease-in/out functions. Full Blueprint support.
. EasyActions Plugin Demo for Unreal Engine 4 - YouTube
EasyActions is an easy to use plugin that allows you to manage various time-based actions with various ease-in/out functions. In addition you can use this plugin in your blueprint project without the need of writing a single line of code!
There are various actions you can manage:
- Actor actions – move, rotate, scale, follow Bezier curve (path).
- Dynamic material actions – blend between colors, fade in/out (requires dynamic material with matching vector properties).
These actions are interpolating the Actor’s/Material’s properties OVER TIME (Duration) with various Ease In/Out functions.
These actions are evaluated by UActionManagerComponent or AActionManager.
Each time you add an action to the Manager it starts to execute within the next frame immediately. Adding more than one action to the Manager will result in execution of multiple actions at the same time (e.g. if you want to rotate and move the same Actor simultaneously - just add a RotateBy action and MoveBy action to the Manager).
Each Action has a Unique Id property which can be used to remove a specific action from the Manager.
Some actions include other actions as children:
- A SequnceAction has multiple child actions. Each action in the Sequence begins after the previous action ends.
- A RepeatAction stores a single child action. When the child action completes, it restarts.
- SequenceAction and RepeatAction can be nested. The ability to combine actions together allows you to add more sophisticated animations/behaviors.
*Note: Actions hold a pointer to an Actor/DynamicMaterial they are animating.
Ease In/Out functions:
Number of Classes: 14
Network Replicated: No
Supported Development Platforms: Mac, iOS, Linux, Android, Win32, Win64, HTML5
Supported Target Build Platforms: Mac, iOS, Linux, Android, Win32, Win64, HTML5
**EasyActions Plugin **was inspired by Apple’s SceneKit SCNAction mechanism whish was inspired by Cocos2D.
In future we are planning to expand the functionality for SceneComponents and more as well as adding custom FloatCurves and Completion delegates as well as inserting custom actions (functions execution).
Future plans are to implement most of the Actions existing in SceneKit.