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

A wiki for this is a brilliant next step, great start to it :D!
Goodluck on your break, hope you all get to have a great time :).

I do a lot of component set up in Construction Script (I use it like constructors on classes), because I spawn a lot of geometry during gemplay (my game is an endless runner). There is no constructor only use case I can think of, but crashing part should probably be handled gracefully at some point.

It would be great to be able to wire tweens in constructors, but really not necessary.

I absolutely agree, mxnko. Crashing is never acceptable for a plugin to cause, so I will definitely be working to correct that. I was just trying to get a feel for your use case so I could try to accommodate the fix for it.

So glad to see this over on UE4! I used iTween quite a bit on Unity, but had to abandon it (plus many other things) when I made the transition. Thanks for all the hard work and the continued support.

Ah, we love to see that people can use the toolset, especially when they come from Unity and iTween already so we don’t have to sell them on the merits of it :slight_smile: Let us know if you have any questions about transitioning from Unity’s iTween to Unreal’s iTween. They’re different engines with different needs so things needed to be handled in a way that was familiar to Unity users but still worked within Unreal’s (blueprint) limitations and played to its strengths.

So I took some time this weekend to play around with Paper2D and I can say without a doubt that iTween does indeed work with Paper2D. It looks like Paper2D is the system by which sprite animation is created and is not a separate engine system at all, so all of the motion stuff still works exactly the same. Of course my Paper2D usage is not exhaustive nor extensive, so if there are any features in Paper2D for which iTween does not have a solution, please make it known and we’ll address it with priority. Happy tweening!

Big wiki update. Those brave enough to use the scripting parser now have a complete reference and there are a few words on EaseTypes.

Happy New Year!

Awesome :D. That’s not something I could use myself but great work :D! Look brilliant. And nice to have a reference to get a more clear idea of how the EaseTypes work :).

Happy New Year to you too, hope it’s a successful one for you :)!

Thanks, Swift! Could I ask though, what do you mean when you say, “That’s not something I could use myself” ? Are you referring to the scripting parser?

Sorry for not being specific, yeah I meant the scripting parser, no personally good with any scripting beyond visual scripting but I can see how it’ll definitely be useful for others so it’s awesome to see all the work you’ve put into that :).

Oh, Swift, that’s not the spirit! In the coming weeks, I’ll be doing a video on the parser. I strongly encourage you to look at it. It can save you a lot of time and a lot of graph space!

Oh sweet, if you do a video on that I may just try and tackle it in the future at least to see how I go with it :), thanks for also being so diligent with your tutorials :D.

Just installed 0.8(never used previous versions). All the nodes are there but when I try to use one it crashes UE4 after exiting “Play.” It doesn’t work while playing either, so I’m sure I’ve missed a step somewhere. Any ideas?



Edit: I’ve deleted iTween and reinstalled and tried using different iTween nodes, same results.

Btw, you’re awesome for making this for the public.

Hey Redsett, can I get a bit more info from you?

-Which installation did you choose, Blueprint-only or C++ compiled?
-Which version of the UE4 editor are you using?
-Does this happen with a clean (new) project?

I’ll also push out a new version in a minute, you might try that too.

I don’t have time to write up a changelog at the moment, but you can try this new version 0.8.1b: iTween v0.8.1b

Keep in mind it is compiled for 4.6.1. I’ll check back with you in about an hour.

Just tested in a new project, works perfect. Still doesn’t work in my other project. Odd


Edit: It’s a fairly heavy project so trouble shooting what it doesn’t get along with could be difficult. :stuck_out_tongue:

Interesting. Are you running any other plugins in the other project?

No other plug-ins. On a positive note, if I play it in a new window it doesn’t crash. :slight_smile: If i play it as a standalone game, the object with the itween node don’t show up.

New situation, heh. Yep, iTween is broken in standalone now. For now play in a new editor window; on Monday I will figure out what’s preventing functionality in standalone. I would figure it out this weekend, but I forgot my laptop power brick back at home. :confused:

Really simple fix. I had the plugin marked as “Editor” instead of “Runtime.” Oversight on my part. This link will fix the problem. Download this one and it’ll work in standalone/shipping.

I found the problem. It’s a LandscapeGizmoActiveActor in my scene from by back when. If I delete it, iTween is completely happy. Luckily I don’t need it but thought you should know the source.