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 The tutorials are a little outdated, yeah.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
the data tween updates a float, vector, color, whatever every frame and then stores them in a struct called âdtvâ - you can also get it by typing âData Values.â
First call the tween and pull out of the return value pin - type âdtvâ or âdata valuesâ and youâll get the data values struct from it. Get the float value from that struct.
In my example, Iâm 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 Iâm currently working on.
On the Tween, you can specify the OnUpdateFunctionName and set the OnTweenUpdateTarget to be âself.â In this screen Iâm using the Simple node, but you can do it with Full too. If you use simple, youâll have to use the parser to set the function name - âoufn = UpdateNumberTextâ or whatever you want the function name to be. You donât need the âoufn =â part if youâre using the Full node.
Side note: âoufnâ stands for âOn Update Function Name.â You can also type âOnUpdateFunctionName =â or âOnTweenUpdateFunctionName =.â Whatever you feel most comfortable with. The other delegates abbreviate similarly (OnCompleteFunctionName shortens to âocfn,â for example).
Then create a custom event or function named the same, in my case âUpdateNumberText.â 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?