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

Hey again everyone, sorry for the latency. I was failed again by the thread subscription notifications. I had no idea there were posts :confused:

Even more unfortunately, I don’t know what the issue could be. You can try this new build I’m about to post but i can’t guarantee it’ll work. I don’t mean to treat Mac users as second-class citizens, I just don’t have a Mac myself so I can’t test all the contingencies. Just make sure that you delete the iTween folder from your plugins as a whole then copy in the new one.

Have you used iTween in the past? Is this your first time adding it to your project?

Failing all else, you can try manually adding the source to your project and rebuilding it with xcode. Be sure to include your project header into each source file, add ā€œ[PROJECTNAME]_APIā€ to each class declaration in the headers, and add ā€œSlateā€, ā€œSlateCoreā€, and ā€œUMGā€ to your PrivateDependencyModuleNames in your build file.

Thanks a_prototype, that is a known bug where orientation is backward. It’s on the roadmap to fix, along with that feature request you made (spline offsets), I just haven’t had the time to really dive back into the plugin, just doing recompiles for new engine versions and critical bugfixes for now.

For right now, you can do all that stuff by using the OnTweenUpdate interface event. OnTweenUpdate is called after all other tweening operations, so you can add transformations in this event and you shouldn’t have any issues.

-Implement iTInterface in a blueprint.
-When you call iTween, make sure you give your tween a unique name and set the blueprint that implements the interface as the ā€œOnTweenUpdateTarget.ā€
-Go to that target blueprint and add an event called ā€œOnTweenUpdate.ā€
-From , drag out of the tween name input and do a switch on name. Set one of the outputs to be your tween’s name. This is why I encourage unique names so that whatever you call only reacts to that specific tween.
-Now you can apply extra transformations. In the case of incorrect orientation, you can get the actor’s rotation and invert it then set the rotation to be the inverted one you just calculated. In the case of the trains, you can run 3 tweens all off of one spline then OnTweenUpdate you can set its position to be its current position + the transform direction’d additional position.