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

Hello again Wargasmic, trying to repro this tonight, I didn’t quite get results like you had, but I think I know why your results are jumping. TimerInterval is set to 1.0f in your call, so iTween is only updating every 1 second. For smooth movement, you want TimerInterval to be under 0.05 (0.03 to force ~30 fps, 0.016 to force ~60 fps if you’re rendering at 60fps or higher) or just leave it at 0 to have it update on tick.

The reason you don’t see it when using “Simple” is because this isn’t an exposed option in the call, so it’s using the default value of 0 so it updates every Tick. If you’d like, you can pass a command into the “parameters” field to enable pingpong. When calling the ActorMoveFromToSimple, type “looptype = pingpong;” in the Parameters field. Type the quotes when doing this is C++, of course. Parameters in Simple make it easy to add options not found in the call so you don’t have to type out all of the parameters in the Full function.