Hey again everyone, sorry for the latency. I was failed again by the thread subscription notifications. I had no idea there were posts
Even more unfortunately, I donāt know what the issue could be. You can try this new build Iām about to post but i canāt guarantee itāll work. I donāt mean to treat Mac users as second-class citizens, I just donāt have a Mac myself so I canāt 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[PROJECTNAME]_APIā to each class declaration in the headers, and add āSlateā, āSlateCoreā, and āUMGā to your PrivateDependencyModuleNames in your build file.
Thanks a_prototype, that is a known bug where orientation is backward. Itās on the roadmap to fix, along with that feature request you made (spline offsets), I just havenāt 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 shouldnāt 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 āOnTweenUpdateTarget.ā
-Go to that target blueprint and add an event called āOnTweenUpdate.ā
-From , drag out of the tween name input and do a switch on name. Set one of the outputs to be your tweenās 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 actorās 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 directionād additional position.