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

Hey RogueRocket,

  1. Yes, that source file is a pain when it comes to build time, but just why is a mystery to me, to be perfectly honest. When I have the time to get back to iTween (life and work have been pretty heavy lately) I’ll start taking pieces out to test build times to isolate the issue and try to resolve it. It’s strange because I’ve written larger source files that don’t take nearly as long as iTweenEvent, so it theoretically should not. In the end, we’ll all learn something :slight_smile:
  2. It was designed that way because I found using the relativity functions built-in didn’t do what I personally expected. What did you do to change it? I’d like to incorporate that into the plugin as another option for tweeners if you don’t mind :slight_smile: As for Spline-based tweens, what are you expecting in terms of relative-space coordinates? In my mind, your spline’s location is just that. There is only one location on the spline that you can be at any given time and the spline’s shape does not change based on its parentage, nor does it matter whether the actor on the spline is using world space or local space coordinates to get where it needs to go. If you have suggestions and are thinking outside of the box my mind often finds itself in, please feel free to share!