# \[Open Beta\] Procedural On-the-Fly Animation in UE4: iTween!

**URL:** <https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [August 31, 2014, 1:18am UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472 "2014-08-31T01:18:41Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [August 31, 2014, 1:18am UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/1 "2014-08-31T01:18:41Z")

</div>

For those who may not know, iTween is a procedural animation package for Unity that allows you to animate objects on the fly during runtime. Move , rotate this way, change to this colour, scale to this size, etc. Tell it what to do and it’ll do it smoothly. It’s amazing.

iTween: [http://itween.pixelplacement.com/index.php](http://itween.pixelplacement.com/index.php)

If you love iTween in Unity, you’ll (kinda) like this. With the help of original author Bob Berkebile, we’ve ported over most of the functionality to Blueprints and C++!

**Latest download** : Jun 21 2026 (5.8 HOTFIX):

> [@\[Open Beta\] Procedural On-the-Fly Animation in UE4: iTween!](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/591):
>
> Hotfix for 5.6-5.8! This fixes an issue where the editor would crash on stopping PIE with tweens running. { “engine\_version”: “5.8”, “version\_name”: “5.8.2026.06.21”, “drive\_link”: “[drive.google.com/file/d/1zHez4bkxn6cQTDC0xcjqNJq422QJJhtb/view](http://drive.google.com/file/d/1zHez4bkxn6cQTDC0xcjqNJq422QJJhtb/view)” }, { “engine\_version”: “5.7”, “version\_name”: “5.7.2026.06.21”, “drive\_link”: “[drive.google.com/file/d/1J2\_20rpT2HlugdUQVeLhcMOwMAKbhiAP/view](http://drive.google.com/file/d/1J2_20rpT2HlugdUQVeLhcMOwMAKbhiAP/view)” }, { “engine\_version”: “5.6”, “version\_name”: “5.6.2026.06.21”, “drive\_link”: “[drive.google.com/…](http://drive.google.com/file/d/1G17IDnTAtMOsxauJImAAsDF2o5YA3EJq/view)

Legacy versions found here:

> **[iTween - Google Drive](https://drive.google.com/drive/folders/1juGUblHpsyKt5LMXMt1mifmEmfSMNXBq?usp=sharing)**

Video Tutorials can be found : Youtube  
Wiki Entry found : [https://www.ue4community.wiki/Legacy/Itween](https://www.ue4community.wiki/Legacy/Itween)

Older versions found in Summary:

> **Summary**
>
> Update 3: 's alpha release version 0.3 (because we said so): [iTween for UE4 a0.3f](http://www.mediafire.com/download/ybx3aponh5t5u13/iTween_for_UE4_a0.3.zip)
> 
> It has near 100% complete implementations of Move From/To Location, Move To Location Array, Move To Spline Component, and Float Update.
> 
> We understand some of this may seem cryptic or difficult to figure out without some sort of tutorial, and we apologise for that! We want to make the full suite of tweening operations available first before we get started on tutorials.
> 
> Update 4 (Sep 29 2014): [https://forums.unrealengine.com/show…l=1#post155142](https://forums.unrealengine.com/showthread.php?33992-(WIP)-iTween-port-for-UE4-UETween!&p=155142&viewfull=1#post155142)
> 
> Update 5 (Oct 3 2014): [https://forums.unrealengine.com/show…l=1#post158082](https://forums.unrealengine.com/showthread.php?33992-(WIP)-iTween-port-for-UE4-UETween!&p=158082&viewfull=1#post158082)
> 
> Update 6 (Oct 21 2014) |DON’T DOWNLOAD THIS, DOWNLOAD UPDATE 7|: [https://forums.unrealengine.com/show…l=1#post167360](https://forums.unrealengine.com/showthread.php?33992-(WIP)-iTween-port-for-UE4-UETween!&p=167360&viewfull=1#post167360)
> 
> Update 7 (Oct 22 2014): [https://forums.unrealengine.com/show…l=1#post167993](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=167993&viewfull=1#post167993)
> 
> Update 8 (Oct 29 2014): [https://forums.unrealengine.com/show…l=1#post171698](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=171698&viewfull=1#post171698)
> 
> Update 9 (Dec 25 2014): [https://forums.unrealengine.com/show…l=1#post197552](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=197552&viewfull=1#post197552)
> 
> Update 10 (Jan 6 2015): [https://forums.unrealengine.com/show…l=1#post202034](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=202034&viewfull=1#post202034)
> 
> Update 11 (Jan 8 2015): [https://forums.unrealengine.com/show…l=1#post202593](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=202593&viewfull=1#post202593)
> 
> Update 12 (Feb 12 2015): [https://forums.unrealengine.com/show…l=1#post221051](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=221051&viewfull=1#post221051)
> 
> Update 13 (Mar 19 2015): [https://forums.unrealengine.com/show…l=1#post251158](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=251158&viewfull=1#post251158)
> 
> Update 14 (Hotfix) (Mar 20 2015): [https://forums.unrealengine.com/show…l=1#post252755](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=252755&viewfull=1#post252755)
> 
> Update 15 (Hotfix) (Mar 22 2015): [https://forums.unrealengine.com/show…l=1#post254384](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=254384&viewfull=1#post254384)
> 
> Update 16 (same version, recompiled for 4.8) (Jun 14 2015): [https://forums.unrealengine.com/show…l=1#post311438](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=311438&viewfull=1#post311438)
> 
> Update 17 (same version, recompiled for 4.10) (Dec 12 2015): [https://forums.unrealengine.com/show…l=1#post436494](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=436494&viewfull=1#post436494)
> 
> Update 18 HOTFIX (addresses packaging issues) (Mar 15 2016): [https://forums.unrealengine.com/show…l=1#post493837](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=493837&viewfull=1#post493837)
> 
> Update 19 HOTTERFIX (addresses packaging issues on mobile specifically) (Mar 29 2016): [https://forums.unrealengine.com/show…l=1#post502047](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=502047&viewfull=1#post502047)
> 
> Update 20 (recompile for 4.11): [https://forums.unrealengine.com/show…l=1#post504434](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=504434&viewfull=1#post504434)
> 
> Update 21 (May 10 2016): [https://forums.unrealengine.com/show…l=1#post527827](https://forums.unrealengine.com/showthread.php?33992-Open-Beta-Procedural-On-the-Fly-Animation-in-UE4-iTween!&p=527827&viewfull=1#post527827)
> 
> Update 22 (Nov 15 2016)(Recompile for 4.14): [Mediafire](http://www.mediafire.com/file/1kfddkmyrzk71l4/iTween+v0.8.7+for+4.14.zip) [Mega](https://mega.nz/#!fUNXARiL!toeJaMX6Ae8E_LNRdYBbvDKxUo8_U9yog8LXf51kDsE)
> 
> Update 23 (Mar 10 2017)(Recompile for 4.15):  
> [Mediafire](http://www.mediafire.com/file/d8js1903skszz0m/iTween_v0.8.7_for_4.15.rar) [Mega](https://mega.nz/#!TBUXGRJY!Fs7LaoE_-Mr7BSF_qbpGeUwQ9tg-akPyTJO2HrCkEAo)
> 
> Update 24 (May 31 2017)(Recompile for 4.16):  
> [Mega](https://mega.nz/#!aMsVUCYb!bNZSxSd4FHT0y_NuJVbHoSDleinM5L8UmauOyutVO_Y)
> 
> Update 25 (Mar 18 2018)(Recompiles for 4.17, 4.18 and 4.19): [https://forums.unrealengine.com/deve…14#post1445814](https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/15366-open-beta-procedural-on-the-fly-animation-in-ue4-itween?p=1445814#post1445814)
> 
> Update 26 (Jul 29 2018)(v0.8.8 for 4.20): [https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/15366-open-beta-procedural-on-the-fly-animation-in-ue4-itween?p=1508518#post1508518](http://www.mediafire.com/file/h1x3ta3la5w5tdq/iTween%20v0.8.8-4.20.zip)
> 
> Update 27 (Nov 17 2018)(Recompile of 0.8.8 for 4.21): [https://www.mediafire.com/file/63k4b…-4.21.zip/file](https://www.mediafire.com/file/63k4bzidve0a06g/iTween_v0.8.8-4.21.zip/file)
> 
> Update 27 (Apr 11 2019)(Recompile of 0.8.8 for 4.22): [https://www.mediafire.com/folder/n46…/iTween\_Builds](https://www.mediafire.com/folder/n46ft2a23i0rc/iTween_Builds)
> 
> Update 28 (Oct 2 2019)(Recompile of 0.8.8 for 4.23): [http://www.mediafire.com/file/3dl64v…\_4.23.rar/file](http://www.mediafire.com/file/3dl64vc3y8r1ba5/iTween_v0.8.8_4.23.rar/file)
> 
> Update 29 (Dec 11 2019)(Recompile of 0.8.8 for 4.24): [4\_24 - Google Drive](https://drive.google.com/drive/folders/1VIhZ6lD7V2p_3SLHCacbUZIlXeQN2LBm?usp=sharing)
> 
> Update 30 (May 10 2020)(Recompile of 0.8.8 for 4.25): [4\_25 - Google Drive](https://drive.google.com/drive/folders/1PSKhTEt8uvHUfwvm0QIUKfYqB8siIjBx?usp=sharing)
> 
> Update 31 (Dec 3 2020)(Recompile of 0.8.8 for 4.26): [4\_26 - Google Drive](https://drive.google.com/drive/folders/1afjJywBDuFX3X6neYwGT4shEfNwvUmha?usp=sharing)
> 
> Update 32 (Jun 17 2021)(Recompile of 0.8.8 for UE5EA):
> 
> [UE5EA - Google Drive](https://drive.google.com/drive/folders/1yDZANZfTkUPkrkEHUn1tDmsCFMeMy6Ik?usp=sharing)
> 
> Update 33 (Aug 22 2021)(Recompile of 0.8.8 for 4.27): [4\_27 - Google Drive](https://drive.google.com/drive/folders/1eq9Z4dwJWp0UpiIvKXinCXXtP9WP6PbN?usp=sharing)
> 
> Update 34 (Apr 14 2022)(Recompile of 0.8.8 for 5.0 HOTFIX):
> 
> [https://drive.google.com/file/d/1ZKUYcPz1mMAQ2uyH\_K-OZ3vPT8dxrrwr/view?usp=sharing](https://drive.google.com/file/d/1ZKUYcPz1mMAQ2uyH_K-OZ3vPT8dxrrwr/view?usp=sharing)
> 
> Update 35 (Dec 11 2022)(Recompile of 0.8.8 for 5.1):
> 
> [https://drive.google.com/file/d/1AYd-jehn9w2x2jIOkRs6VztJIKe3ceBS/view?usp=share\_link](https://drive.google.com/file/d/1AYd-jehn9w2x2jIOkRs6VztJIKe3ceBS/view?usp=share_link)
> 
> Update 36 (Jun 04 2023)(5.2, please read the linked post):
> 
> [[Open Beta] Procedural On-the-Fly Animation in UE4: iTween! - #578 by JaredTherriault](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/578)
> 
> Update 37 (Sep 10 2023)(5.3):
> 
> [[Open Beta] Procedural On-the-Fly Animation in UE4: iTween! - #580 by JaredTherriault](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/580)

If you’d like to donate to the project, you can donate to the original iTween author at PixelPlacement directly at the bottom of the iTween page : [http://itween.pixelplacement.com/index.php](http://itween.pixelplacement.com/index.php)

and/or donate to the team responsible for the Unreal Engine port by sticking around for the post-roll ads in our Youtube tutorials. We hate pre-roll ads too, so we decided to go with post-roll as a form of opt-in donation to the porting team 🙂 Video Tutorials

**-FAQ-**

**Q: Why not just use Timeline or Matinee/Sequencer?**  
A: Timeline and Matinee/Sequencer are fantastic tools, but they only allow “hardcoded” animations, unless we’re dumb and missed something (probably). They must be set deliberately and cannot be changed dynamically during gameplay (so no following moving objects, for example). This system allows for exactly that.

**Q: Why won’t my object move?**  
A: Assuming you followed the above sequence perfectly, you should also make sure the object you want to move is set to “Movable” in the Details pane in the editor. Static objects will not move.

**Q: Where is x feature from iTween?**  
A: It’s still in beta and is being worked on. Most features are implemented but there may be some features still lacking. Give it some time. The plan is to eventually support every feature currently available in iTween, provided we can figure out how to do it in UE. If there’s a feature you really need more than any other, please comment in the thread. 🙂

**Q: Can this be used with UMG?**  
A: Yes! iTween 0.8b and later fully supports Render Transforms for UMG. Move, Scale, Rotate, and Shear all can be tweened.

**Q: How about Slate?**  
A: You can use data tweens like FVector and float tweens to animate properties then assign them back to Slate widget properties, but there is no built-in support for Slate like there is for UMG.

**Q: Can this be used with BP Components?**  
A: Absolutely. They operate just like actors.

**Q: Do you plan to submit to the marketplace? What will iTween cost?**  
A: It’s on the roadmap. When it releases on Fab, it will be continue to be free.

Thank you all, and enjoy!

-Sweet, in association with PixelPlacement

* * *

[Runtime DataTable](https://www.unrealengine.com/marketplace/en-US/product/4c7c4f8d523f4c90b2e26d23502c526c) : Import and export game data to and from CSV or Google Sheets while your game is running!

[GSheets Operator](https://www.unrealengine.com/marketplace/en-US/product/aa61e3df41fa46629d73ab59cacf9429) : Interface with Google Sheets, add new and delete old sheets, edit columns and rows, make in-game spreadsheets and more!

[easyCSV](https://www.unrealengine.com/marketplace/en-US/product/b25b855096e74d088d7553ccbe4072f2) : Read data from any CSV and put them in an easy-to-access string map!

[iTween](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472) : Free, smooth, procedural object animation

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<div class="post-metadata">

**Author:** ![Ivey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivey](https://forums.unrealengine.com/u/Ivey)\
**Post date:** [August 31, 2014, 10:23am UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/2 "2014-08-31T10:23:28Z")

</div>

Hey , this is great news! I’m sure this will come in handy for a lot of UE4 projects. Glad to see the project make the leap over to Unreal. Any plans to add pathing support?

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [August 31, 2014, 1:52pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/3 "2014-08-31T13:52:04Z")

</div>

> [@Chance Ivey;130437](#):
>
> Hey , this is great news! I’m sure this will come in handy for a lot of UE4 projects. Glad to see the project make the leap over to Unreal. Any plans to add pathing support?

Hey Chance, thank you for the pity reply! 😃 Yes, pathing is definitely on the short list since it’s something we use frequently in Unity. Speaking for myself, I’ll be finishing the basic stuff tonight into tomorrow. Speaking for the team, our level designer knows the pathing tools in UE4 much better than I do so he’ll probably handle most of that within the week, or at least provide me with some of his understanding of the tools so I can do it myself.

As an aside, our concept artist adores your hair.

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<div class="post-metadata">

**Author:** ![NickDarnell](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NickDarnell](https://forums.unrealengine.com/u/NickDarnell)\
**Post date:** [September 2, 2014, 3:47pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/4 "2014-09-02T15:47:05Z")

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> [@;129878](#):
>
> Q: Can this be used with UMG?

You can manipulate the Layout positions of some widgets, anything inside a Canvas Panel can be manipulated, Get the widgets Slot, then cast it to a CanvasPanelSlot, then you’re free to move it, though it’s not terribly easy yet even when you get there, you need to understand what the offsets structure means depending on the current stretching rules.

We’re working on getting render transforms done, once that’s done, every widget no matter what container they are in will have access to perform any 2D transform (relative to their layout position) Woo!

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<div class="post-metadata">

**Author:** ![Ivey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ivey](https://forums.unrealengine.com/u/Ivey)\
**Post date:** [September 2, 2014, 4:02pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/5 "2014-09-02T16:02:41Z")

</div>

> [@;130550](#):
>
> Hey Chance, thank you for the pity reply! 😃 Yes, pathing is definitely on the short list since it’s something we use frequently in Unity. Speaking for myself, I’ll be finishing the basic stuff tonight into tomorrow. Speaking for the team, our level designer knows the pathing tools in UE4 much better than I do so he’ll probably handle most of that within the week, or at least provide me with some of his understanding of the tools so I can do it myself.
> 
> As an aside, our concept artist adores your hair.

Ha! I need a haircut… Also - not a pity reply! always excited to see this kind of stuff happening.

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [September 2, 2014, 4:11pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/6 "2014-09-02T16:11:05Z")

</div>

> [@;132150](#):
>
> You can manipulate the Layout positions of some widgets, anything inside a Canvas Panel can be manipulated, Get the widgets Slot, then cast it to a CanvasPanelSlot, then you’re free to move it, though it’s not terribly easy yet even when you get there, you need to understand what the offsets structure means depending on the current stretching rules.
> 
> We’re working on getting render transforms done, once that’s done, every widget no matter what container they are in will have access to perform any 2D transform (relative to their layout position) Woo!

Oh man, that is fantastic news. I think we’ll wait on UMG tweening for the render transforms update. We’re very excited to see that happen!

> [@Chance Ivey;132162](#):
>
> Ha! I need a haircut… Also - not a pity reply! always excited to see this kind of stuff happening.

I feel you Chance, I need one too. Too much time programming, not enough time making sure I don’t look homeless. Glad to hear you’re happy!

While I have you guys in , I’d like to ask - the current implementation exists from the moment it’s created until the end of the game and ticks a sequence, each branch stopped by a gate. What is the tick overhead for checking a gate, especially dozens of them? Would it be more performant to not tick the master UETween object, but instead instantiate a new object for the specific tweening operation that ticks until it’s finished, then destroy it?

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<div class="post-metadata">

**Author:** ![Jacky](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jacky/32/918690_2.png) [@Jacky](https://forums.unrealengine.com/u/Jacky)\
**Post date:** [September 2, 2014, 4:12pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/7 "2014-09-02T16:12:11Z")

</div>

This sounds like a handy tool, even though i’m not 100% sure what it does that we cant do with built-in blueprints. I’ll keep an eye on this and wait for a video demonstration. Good luck!

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [September 2, 2014, 5:00pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/8 "2014-09-02T17:00:29Z")

</div>

> [@Jacky;132168](#):
>
> This sounds like a handy tool, even though i’m not 100% sure what it does that we cant do with built-in blueprints. I’ll keep an eye on this and wait for a video demonstration. Good luck!

It doesn’t do anything at all that can’t be done with blueprints - it’s simply a consolidation of nodes into an ease-of-use function to simplify R-,V-, and F-Interp functions. Instead of a spaghetti string of nodes all over the place, you simply call a function and plug in stuff like the actor you want to manipulate and the location/rotation/value you want to interpolate to. There is no new functionality - it’s meant to make the functionality that exists a bit easier to use.

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<div class="post-metadata">

**Author:** ![Jacky](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jacky/32/918690_2.png) [@Jacky](https://forums.unrealengine.com/u/Jacky)\
**Post date:** [September 2, 2014, 5:15pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/9 "2014-09-02T17:15:14Z")

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> [@;132186](#):
>
> It doesn’t do anything at all that can’t be done with blueprints - it’s simply a consolidation of nodes into an ease-of-use function to simplify R-,V-, and F-Interp functions. Instead of a spaghetti string of nodes all over the place, you simply call a function and plug in stuff like the actor you want to manipulate and the location/rotation/value you want to interpolate to. There is no new functionality - it’s meant to make the functionality that exists a bit easier to use.

Oh, ok. Cool then. 🙂

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [September 10, 2014, 6:14pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/10 "2014-09-10T18:14:55Z")

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Bump for updates!

Update 1: We’ve totally revamped the system. Now the UETween instance will spawn specialised actors to do specific things that will then destroy themselves when the tween is finished, so no unnecessary Tick overhead! Additionally we’ve decided to go with the Lerp functions instead of Interp functions for the sake of Easing functions. It’s almost feature-complete at this point: Local and World transforms, Ease Types, more accurate Time calculations, a notify system (OnStart, OnTick, OnComplete), pretty much everything iTween can do. The only downside: We’ve only nailed down Move From/To. We’re also not quite there on every iTween feature yet, so sit tight. TO DO: Paths (definitely coming, will use UE4’s built-in Spline Component attached to any actor), orienting to path, axis rotation restriction, delay, looping, and the ability to ignore time dilation/pausing. Literally everything else is complete. Then we have to move on to the rest of the events (Move By, Rotate To, Value To, etc.) and when 4.5 drops, UMG functionality.

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<div class="post-metadata">

**Author:** ![NickDarnell](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NickDarnell](https://forums.unrealengine.com/u/NickDarnell)\
**Post date:** [September 10, 2014, 6:43pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/11 "2014-09-10T18:43:51Z")

</div>

FYI , Render Transforms are now in the master branch on github. You could begin to experiment before 4.5 drops.

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [September 10, 2014, 6:58pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/12 "2014-09-10T18:58:38Z")

</div>

That I may just do. I personally tend to shy away from the GitHub commits because up until I switched to stables, it took longer to compile my games, which was especially frustrating for iterative changes. If this is no longer an issue, I would love to switch back. If it is still the case though, I’d have to ask: how complete is UMG now in the nightlies? If it’s pretty much there, I may as well keep a side version of the engine on hand.

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [September 10, 2014, 11:36pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/13 "2014-09-10T23:36:30Z")

</div>

Update 2: Bob Berkebile, author of iTween, is on board to offer his help and consulting. Since this is now an official project, we’ve decided to stick with the name iTween to make it easier for those porting their games over from Unity to Unreal.

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<div class="post-metadata">

**Author:** ![valentegamedev](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/valentegamedev/32/1068844_2.png) [@valentegamedev](https://forums.unrealengine.com/u/valentegamedev)\
**Post date:** [September 13, 2014, 3:26pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/14 "2014-09-13T15:26:15Z")

</div>

Dude, this is one of best things I’ve heard so far!! =P I’m almost iTween dependent (I’m moving from Unity to Unreal). I’m starting all my new projects in Unreal and I had to do some crazy node setup with timeline to make an generic way to animate my UI and objetcs dynamically =P

Looking forward for this!

Any download link for the most recent version!? If I donate from iTween site will already go to you guys?

Cheers!

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [September 13, 2014, 3:58pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/15 "2014-09-13T15:58:43Z")

</div>

> [@danielvmacedo;141572](#):
>
> Dude, this is one of best things I’ve heard so far!! =P I’m almost iTween dependent (I’m moving from Unity to Unreal). I’m starting all my new projects in Unreal and I had to do some crazy node setup with timeline to make an generic way to animate my UI and objetcs dynamically =P
> 
> Looking forward for this!
> 
> Any download link for the most recent version!? If I donate from iTween site will already go to you guys?
> 
> Cheers!

Dude, I’m glad to hear somebody can use this! We’d push ahead with this port whether or not anyone else would actually use it because we’re also pretty iTween-dependent, but encouragement is always a great motivator. In fact, the main reason we started this was because we were in the same boat as you - Timeline was too rigid, Interp functions were only Ease-Out, and we couldn’t do any cool effects like elastic without some serious finagling. So we started work on this project.

We’re associated with Bob, the author of iTween for Unity and this is an official UE4 port, but we are separate teams and he’s only consulting for the work done on this. We definitely encourage donations to Bob at PixelPlacement for all of his work on the original system, but he isn’t directly working on the port nor will donations made to him go to us.

That said, our team doesn’t need any donations! Thank you very much for the sentiment though! We’re on track to have a near-1.0 Blueprint release by the end of Sepetember and will continue to work on it for a while to come. Right now we’re around 20% done with the framework, but only one tween type is ready right now, Move From/To (a combination of MoveFrom and MoveTo) and even that is only about 85% done. If you’d like, you can download what we currently have to offer : [iTween for UE4](http://www.mediafire.com/download/7226o7t2bbxk226/iTween+for+UE4.zip) This is the latest version I just now personally zipped up. Keep in mind that this release breaks some functionality with Move By/Rotate To/Rotate By for the sake of the framework overhaul, but Move From/To is mostly there. Documentation hasn’t been updated since the first proof-of-concept release. Just put the “iTween” folder in your Contents\Blueprints folder and follow the tutorial in this thread. We’ll be posting updates every time a node is 100%, just sit tight!

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<div class="post-metadata">

**Author:** ![valentegamedev](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/valentegamedev/32/1068844_2.png) [@valentegamedev](https://forums.unrealengine.com/u/valentegamedev)\
**Post date:** [September 13, 2014, 7:33pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/16 "2014-09-13T19:33:55Z")

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Awesome

> [@;141622](#):
>
> Dude, I’m glad to hear somebody can use this! We’d push ahead with this port whether or not anyone else would actually use it because we’re also pretty iTween-dependent, but encouragement is always a great motivator. In fact, the main reason we started this was because we were in the same boat as you - Timeline was too rigid, Interp functions were only Ease-Out, and we couldn’t do any cool effects like elastic without some serious finagling. So we started work on this project.
> 
> We’re associated with Bob, the author of iTween for Unity and this is an official UE4 port, but we are separate teams and he’s only consulting for the work done on this. We definitely encourage donations to Bob at PixelPlacement for all of his work on the original system, but he isn’t directly working on the port nor will donations made to him go to us.
> 
> That said, our team doesn’t need any donations! Thank you very much for the sentiment though! We’re on track to have a near-1.0 Blueprint release by the end of Sepetember and will continue to work on it for a while to come. Right now we’re around 20% done with the framework, but only one tween type is ready right now, Move From/To (a combination of MoveFrom and MoveTo) and even that is only about 85% done. If you’d like, you can download what we currently have to offer : [iTween for UE4](http://www.mediafire.com/download/7226o7t2bbxk226/iTween+for+UE4.zip) This is the latest version I just now personally zipped up. Keep in mind that this release breaks some functionality with Move By/Rotate To/Rotate By for the sake of the framework overhaul, but Move From/To is mostly there. Documentation hasn’t been updated since the first proof-of-concept release. Just put the “iTween” folder in your Contents\Blueprints folder and follow the tutorial in this thread. We’ll be posting updates every time a node is 100%, just sit tight!

Thank you for the download link 😉

I will make my donation anyway, he deserves!

Cheers!

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<div class="post-metadata">

**Author:** ![anonymous\_user\_69b624ab](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_69b624ab](https://forums.unrealengine.com/u/anonymous_user_69b624ab)\
**Post date:** [September 17, 2014, 9:49pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/17 "2014-09-17T21:49:39Z")

</div>

A video tutorial would be great!

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [September 17, 2014, 10:00pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/18 "2014-09-17T22:00:44Z")

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> [@andrekadow;145331](#):
>
> A video tutorial would be great!

We agree, and as a result video tutorials are first thing on the list once we have all the basic features done.

Little update: Move From/To is 100% done (though the In-Out Elastic Easetype needs some more time in the kitchen, it’s not specific to Move From/To. Move To Path/Move To Curve are being separated out into their own Class BPs since the current Event system won’t allow for array inputs to not have a connection, and it’s probably for the best since the Move From/To Class was getting a bit unmanageable in size.

Barring any unforseen circumstances we’ll be releasing the Move From/To, Move To Path and Move To Curve Classes tonight.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b563ab12](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b563ab12](https://forums.unrealengine.com/u/anonymous_user_b563ab12)\
**Post date:** [September 17, 2014, 10:47pm UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/19 "2014-09-17T22:47:37Z")

</div>

Hey! I loved iTween for unity! Awesome to see it make it to UE4 and I have the perfect project to try it out on!

Cheers,  
Oz

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<div class="post-metadata">

**Author:** ![JaredTherriault](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jaredtherriault/32/1194499_2.png) [@JaredTherriault](https://forums.unrealengine.com/u/JaredTherriault)\
**Post date:** [September 18, 2014, 2:57am UTC](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472/20 "2014-09-18T02:57:02Z")

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> [@;145374](#):
>
> Hey! I loved iTween for unity! Awesome to see it make it to UE4 and I have the perfect project to try it out on!
> 
> Cheers,  
> Oz

Great! Please don’t hesitate to show us all what you can do with iTween (when we get it out the door, that is)!

I ran into a compile error snag that I couldn’t quite track down. Turns out it was a weird engine bug that just required an engine restart. Unforeseen circumstances strike again! I’ll make every effort to get iTween v0.25 out tomorrow, but I can make no promises. This version will include a mostly working Move From/To, Move To Spline, Move To Vector Array, and Float Tick (to update a float over time) with the full extent of options available. If not tomorrow, look for it on Friday.

Cheers, y’all

[Next page](https://forums.unrealengine.com/t/open-beta-procedural-on-the-fly-animation-in-ue4-itween/10472.md?page=2)
