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

Sure, all of this is possible using delegates! The tutorials are a little outdated, yeah. I do apologize for that. One day I will get around to making more updated ones, but the design of the plugin is guaranteed to change so it may not be soon :stuck_out_tongue:

the data tween updates a float, vector, color, whatever every frame and then stores them in a struct called “dtv” - you can also get it by typing “Data Values.”

First call the tween and pull out of the return value pin - type “dtv” or “data values” and you’ll get the data values struct from it. Get the float value from that struct.

In my example, I’m using a float tween to make a number in a UMG widget decrease steadily over time until it hits 0. This is a real world example from a game I’m currently working on.

On the Tween, you can specify the OnUpdateFunctionName and set the OnTweenUpdateTarget to be “self.” In this screen I’m using the Simple node, but you can do it with Full too. If you use simple, you’ll have to use the parser to set the function name - “oufn = UpdateNumberText” or whatever you want the function name to be. You don’t need the “oufn =” part if you’re using the Full node.

Side note: “oufn” stands for “On Update Function Name.” You can also type “OnUpdateFunctionName =” or “OnTweenUpdateFunctionName =.” Whatever you feel most comfortable with. The other delegates abbreviate similarly (OnCompleteFunctionName shortens to “ocfn,” for example).

Then create a custom event or function named the same, in my case “UpdateNumberText.” This function will be called every single time the tween updates and in this case, we want to update the number every single frame. 's what the setup looks like:

You can set any property on any object in this way. Does that information help?