Hey ksimpson1986 - this is a known issue with multiplayer. The iTween library works by spawning in an actor that does the operations and to spawn an actor you need a reference to the world. Rather than making users pass in a World Context object every time they call it, I just get the viewport. But the viewport of course doesn’t always exist in a multiplayer environment so I’m going to have to find another solution.
However I don’t have the extra time to invest in iTween at the moment. I created it for my team and shared it. In time we’ll get to working on multiplayer projects and at that time I’ll have to work out a solution for iTween to work with our new project, but for now all of my time is being spent on game development and other tools local to the project. I’ll definitely keep updating the build for new versions and fix critical blockers that have no workaround, but at the moment I don’t have the capacity for its active development.
That said, I do have an idea of how to amend the code and if I end up with a free weekend I’ll push the change that will end up in the next version. The idea is to add a World Context Object pin just in case, but I’m not sure if the pin can be left unhooked in a static function. I’m also not sure if that will work in a multiplayer environment and I don’t have a multiplayer project to test it on so fingers crossed when that gets released