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

Hi. Apologies if this is addressed earlier in the thread but i’ve found it difficult to search for specifics (or i just suck at it)
Two things:

  1. For some reason iTweenEvent.cpp takes forever to build, does anybody have any idea why? WAY longer than any other cpp file we have by nearly 10x. Sometimse taking up to 8-10 minutes just on that one CPP. What gives?

  2. Cost me a couple hours to figure it out, but I discovered that when you tween on “local” (ie parent) space for a component, it doesn’t actually do that. Instead it translates an expected passed in location or rotation in relative space and converts it to target locations or rotations in world space. Meaning you can’t actually tween in relative space at all. I changed it locally to do what i needed it to, but I’m not sure what the intent was. I don’t find it terribly useful, myself, to pass in relative space coordinates and have it tween in world space.

There’s also no relative space equivalents for spline based tweens, but i don’t know how easy/hard it is to solve that.