Oh man, that is fantastic news. I think we’ll wait on UMG tweening for the render transforms update. We’re very excited to see that happen!
I feel you Chance, I need one too. Too much time programming, not enough time making sure I don’t look homeless. Glad to hear you’re happy!
While I have you guys in , I’d like to ask - the current implementation exists from the moment it’s created until the end of the game and ticks a sequence, each branch stopped by a gate. What is the tick overhead for checking a gate, especially dozens of them? Would it be more performant to not tick the master UETween object, but instead instantiate a new object for the specific tweening operation that ticks until it’s finished, then destroy it?