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.
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.
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.
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);
@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.
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: