Fresh Cooked Games - Fresh Cooked Tweens

Smoothly animate with convenient pre-defined curve functions, adding polish to your project without breaking a sweat. These can be utilized for UI Widgets, Actors, Components, Material properties, or anything else you need to animate.

Documentation - GIFs included

Features

  • Tween with shortcuts such as TweenActorLocation, TweenMaterialScalar, and TweenWidgetPadding, and more

  • Tween generic values for Floats, Vector2D, Vector, Vector4, LinearColor, and Quaternion

  • 33 easing equations

  • Move objects along splines

  • Simple and flexible C++ API with safe lambdas

  • TweenQueues, to play multiple tweens one after the other

  • Full blueprint support, with asynchronous blueprint nodes

  • Tween options including Delay, Loops, Yoyo, Pause, Restart, Callbacks, and more

Hey Jared! Thanks for the great plugin, I’d really really appreciate a 5.6 version

Hi CryingPsycho, the 5.6 version is now available!

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Been using this plugin for years, bought it to show support! Its been really helpful.

Just wanted to request a TweenTransform node so I can do location, rotation and scale in one shot if possible.

Keep up the good work!

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Thanks @WonderSnail! I actually had that on my list, I will make sure to get it in.

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I’m a huge fan of this plugin, been using it for well over a year and bought the pro version to help support it!

I had a slight issue with 5.6 (not sure if it affects older versions) when I used any of the tween nodes in a Blueprint class derived from a C++ class. When I opened the project the node would be missing with a linker error. It seems to be a load order issue, and setting the module’s load order to ‘PreDefault’ (in the uplugin) fixed it.

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Oh interesting, I really appreciate you figuring that out @DaveFace - I’ll be sure to fix that in the next update!

Version 2.2 is now released!

New Features

  • Transform tweens now available.
  • New shortcuts for tweening ActorTransform, ComponentTransform, and ComponentTransformRelative.
  • New tween shortcuts for ActorRotationSpeed and ComponentRotationRelativeSpeed, where you can define a speed to constantly rotate at in an infinite loop.

Bug Fixes

  • Changed module loading order to PreDefault.
  • Fixed a bug with tween delay and loop timing, where deltatime going past the counter was not accounted for.
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Hello Jared, really appreciate your work here! Could you please update the plugin to be compatible with UE 5.7?

5.7 now available! Apologies for the delay.

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Released Fresh Cooked Tweens 2.3:

New Platforms:

  • Android

  • Linux

New Features:

  • New shortcut: ActorRotateAroundPoint

Misc:

  • Added null checks on provided component for component shortcuts

  • Fixed a bug where bAutoDestroy could be set after a UFCTweenInstanceBP is recycled

  • Fixed bSweep and bTeleport not being passed into TweenActorLocationAdd, TweenComponentTransform, TweenComponentTransformRelative

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Thanks for the update :slight_smile:
Is ActorRotateAroundPoint used to make a Character face another? I couldn’t find it in the docs.

With this one, you can provide a point, and the actor will start rotating around it as if the point is its parent.

	/**
	 * Tween the actor's rotation around a given point. Starts rotating from the current relative position to Point at the time of calling this function. Relative position is not
	 * recalculated later if the tween is delayed or part of a queue. For an infinite loop, use 360 degrees and -1 loops.
	 * This is a memory-safe function; this tween will be destroyed when the actor is destroyed.
	 * @param Actor Actor to be rotated
	 * @param Point The point to rotate around
	 * @param RotationAxis The axis of rotation. FVector::Up would rotate in the horizontal plane.
	 * @param EndAngleDegrees How many degrees to rotate around the point. Pass 360 for a full rotation.
	 */
	static FCTweenInstanceFloat* PlayActorRotateAroundPoint(AActor* Actor, FVector Point, FVector RotationAxis, float EndAngleDegrees, float DurationSecs,
		EFCEase EaseType = EFCEase::Linear, bool bSweep = false, bool bTeleport = true);

Thanks for adding rotate around point !! Really useful.

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@JaredC There’s a crash bug in 5.7.4 when you plug in an FCTween into an AnimBP update function. It calls GetNewTween() but RecycledTweens is nullptr. Looks like the tween manager isn’t initialized in the AnimBP editor? Hopefully an easy fix for you.

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FCTween is a Runtime module, so it would not be available in the animation blueprint editor. If you tell me your use case, maybe I can suggest another way to achieve it.

If you are wanting to lerp each frame, you can use the Ease function from FCTween. If you want to tween a value in response to gameplay, you could start the tween in your actor, and set the property on the animation blueprint like so:

Yes, I don’t expect it to work there. I just meant that it would be good to fix the crash, it should just not do anything if it’s not initialized.

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Oh, I see; I will put out an update soon to address this, thank you for pointing that out!

@OnestoneSofty This has been fixed in the latest update.