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

So 's an update on the status of iTween as of Nov 26, 2014.

Because 4.6 preview has some crazy issue with iTween, all iTween operation classes created from the 4.6 preview forward first-load with compile errors. These compile errors mean nothing; if you go compile them manually, the errors go away. However, if you want to ever close your project, the next time you open it, you’ll end up with compile errors again and need to manually compile them.

This is a huge annoyance - it wouldn’t be so bad if I’d only created one or two new things, but I didn’t. I created a whole smattering of new operations for UMG and components and data types and removed any and all math nodes (to prevent build errors). So now just about every single iTween node is affected in the new version. I can’t ask users to go through and manually compile every single one of those blueprints and creating an extension for it is less than ideal. At that point, I may as well just port the whole thing over to C++ and skip the shenanigans.

So that’s what I’m going to do.

The project is going dark for a bit, but don’t take that to mean that it’s not being worked on. I will be rebuilding the entire system in C++. What does this mean for you?
HOPEFUL PROS:
-Native code implementation, meaning C++ users can call iTween events without using Blueprints at all
-Blueprint users will continue, business as usual (with a few probable tweaks to current systems) with the speed of C++, so expect performance increases
-No more messing around with installations - now just activate a plugin akin to 's Victory plugin
-No more Blueprint-specific errors, like compilation ghost errors and Math Node bull lore

PROBABLE CONS:
-Actually, this one is definite: no more Blueprint source code access, as all code will be written in C++. However you can expect a release of the C++ source
-No updates for a bit. I’m sorry, but I can’t release the product as it is, as much as I’d like to get the new features into users’ hands. It’s more headache than the features are worth, probably. Additionally, I don’t want to release a product with less features than past iterations, so I won’t be putting out the new C++ plugin until it’s feature-fair with the blueprint implementation
-Will require some manual updates to blueprint code using iTween; may break a feature or two unless you do

So in summation, I’m sorry to anyone looking for better iTween support soon. It’ll take a bit. However, the existing iTween library still works and it’s not too hard to update the existing blueprint source to not use Math Expression nodes. See below for a pointer. But in some short weeks/months there will be a better version, sexier, shinier, and more robust than ever before. Probably. Or maybe my computer will explode. Who knows.

To convert Math Expression nodes to individual math nodes (for users experiencing build errors as a result of Math Expression nodes):
-Search for “Math Expression” in all blueprints. Whenever you see one in the results, double click it.
-Find a math expression node and right click, or whatever it is you do on a mac, to bring up the context menu and choose “Expand nodes.”
-Bring up the context menu on one of the highlighted individual nodes that came from the expansion and choose “Collapse nodes.” Make sure they’re all highlighted; do not click off!
-Compile and repeat for each Math Expression node in the iTween library (and, to be safe, your entire project because Math Expression nodes are not your friends). Voila!