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

we are: iTween v0.8.7

Changelog:
~New Features:
-Delegate system. Now users can specify function names that exist on the OnTweenStartTarget as well as the targets for update, loop and complete. If the target has a function with the same name specified, the tween will now call that function in addition to sending interface messages - existing users do not need to update to the new system as the old system still exists. This is a much more convenient way to make things happen whilst tweening and is much closer in style to iTween for Unity. Just be careful because function names are case-sensitive. Users are urged to use the new system moving forward because the old system will be phased out in time for performance reasons. Thanks to user dorgon for the suggestion!
-Added “…FunctionName” parameters to every “Full” iTween event.
-Added parser keys for “…FunctionName” parameters. You can invoke these by using the keys “osfn”, “oufn”, “olfn” and “ocfn.” They stand for “onStartFunctionName,” “onUpdate…”, “onLoop…”, and “onComplete…” respectively.
-Added OnTweenLoopTarget to all “Simple” iTween events.
~Fixes:
-iTween will no longer call OnTweenLoop when the tween finishes its last loop. Previously, if the user specified 2 loop sections maximum, the tween would call OnTweenLoop twice - once when the first loop ended and again at the end of the tween. This was not designed to happen. Now in this scenario it would be called once, at the end of the first loop section. When the second loop section ends, OnTweenComplete will be called instead.
-iTweenEvent actors now spawn where the player was when called instead of the world origin. This prevents issues when using large worlds.
-Spline operations that require a spline reconstruction now create a new spline in its place so the original spline isn’t altered.
-Spline reconstructions now account for the original spline’s tangents.
-Prevented a crash that would occur if the tween tried to destroy a spline that was already destroyed.
-Removed parser values for start/loop/update/complete targets. This doesn’t work anymore, sometimes causes crashes, and slows down the initial call.
-Fixed the OrientToPath function so that it works when using the pingpong loop type in move to spline point events and will look in the direction of travel always unless otherwise specified. This is done by making the object look to another point on the spline instead of looking at the world rotation of the spline point it’s currently at. In a future version, I’ll expose the customization options for what this point is, but for now it should work for prototyping :slight_smile: