Awesome work!
Keep it up with this awesome work =)
Cheers
Awesome work!
Keep it up with this awesome work =)
Cheers
Second page! Woo hoo!
On a side note, UMG render transform tweens are going to have to wait. Itâs impossible to Lerp between two values if you donât know the from value, and there is currently no way to âgetâ umg render transforms. Iâll be working on a solution that assumes default values, but itâs not ideal. I put in a request for getting render transforms for widgets, so hopefully thatâll show up on Github/4.5 full soon.
Yes, sorry, my âwhat about other splinesâ was in reply to the guy asking about Landscape splines (as in he should try those for his needs instead of landscape). I didnât make that clear.
I totally feel stupid. Lmao. See I was over thinking the situation and tried to import the file directly within the program. Did not think to actually move it into the unreal project folder. I guess I am one of those that u mention who learn better through visual. Thanks again
Ah, okay. Thanks for contributing because I am a professional idiot and any help I can get Iâll take.
Youâre super welcome! I really hope you can get some use out of it. If you enjoy using it, please donât hesitate to donate to the original Unity author of itween at pixelplacement.com!
Thanks to Mr. Darnell, weâll be able to get render transform properties in the full version of 4.5, so UMG functionality is happening sooner rather than later.
I cannot find the move tick function. I have followed the tutorial video to the t and canât seem to find it. which i believe i could use on my pressure plate. Any ideas on what happened.
Edit: I am actually missing two functions, one is the move tick and the other is Remove from list of tweens.
Edit 2: I stopped and decided to work on the functionality of the bridge and discovered that the rotate functions are not there as well. just to check my asset count I went ahead and moved the itween folder into my blueprint folder, the same way you did in your first video, where yours said you had 37 assets, mine only said I had 23 assets
Yes, actually! I forgot to upload the new version. Look for that in a few hours. Although if I know your case, it might be better to use Move From/To and set it off with events rather than have it constantly checking the tick.
I think you might be right about the move from/to function now that I think about it, but i need that to react to a trigger box (end and begin overlap). but just so I know I have my information correct, your saying i do not have the version that comes equipped with the other 14 functions? I just wanted to know so I can go ahead and remove the version I have and then install the latest version. Also, if so, can you post when it has been updated please?
I was mistaken, I definitely did upload the latest version. Itâs at post #33 in this thread: [Open Beta] Procedural On-the-Fly Animation in UE4: iTween! - Blueprint - Epic Developer Community Forums
That version should have all of the latest events. If you could just verify for me that you have that version and that you can access move tick, scale tick, and rotate tick?
Sorry I work another job and usually donât get on until now. I am pretty sure this is the one I thought I downloaded. Just to be safe Iâll go through the process again.
Edit: yep, everything seems to be there. sorry about the confusion and thanks again. The only issue I have is that I need to have my bridge rotate 90 degrees when my character is on the pressure plate and then stay there once he steps off of it. then rotate another 90 degrees from the actors new location. I can only seem to get it to rotate once, stay in position, and when I repeat the process it jumps back to itâs original position and then repeat the process.
Can you post a picture of your blueprint? If I know how youâre setting it up I can help you figure out the problem
Just wanted to say thank you very much for your work in producing iTween. It will make moving/animating certain objects SO much easier and straightforward (especially for a noob such as myself =) ). I would love to donate to you guys as well as the original author just as a thank you for your time and effort in translating it from Unity and for producing the tutorial videos.
One question - while moving an object to its target, if that target itself is moved will iTween dynamically adjust the trajectory of said object that is moving towards it? I hope that made sense. =)
And thank YOU very much for supporting the project! Itâs comments like these that make developing iTween such a joy. The team, however, feels awkward about even offering a place to donate because we then feel like weâre asking for donations. Weâd feel great though, if you could give what you would have given to us to Mr. Berkebile
I think what youâre asking is, if you were to set a Move From/To on an object using another objectâs position and that position were to change, would the original tweening object then change its âToâ to the new position? If so, the answer is no unfortunately because of Easetypes and Looping. This is the behaviour of the original iTween for Unity as well. Because weâre moving an object to a destination over time, it needs to know the endpoint beforehand so it can calculate the rate at which it will move and modulate it according to the Easetype. Even if youâre using âspeedâ as your Tick Type, youâre just running that value through an expression that converts it to âtimeâ internally. As for loops, while Rewind doesnât need to know the end position wonât change, Back-and-Forth (ping pong) does since the looping mechanism switches the âtoâ and âfromâ vectors.
We may be able to mitigate this issue and simplify it in the future with another âMove To Targetâ event or similar, but thatâs in the backlog since there are two options you can try right meow:
Use Move Tick - this was made specifically for changing values and interpolating to them live. It doesnât have as many options as the event-based moves, but it may be just what youâre looking for. Give it a shot!
Use Move Along Spline - MAS takes in a spline component and interpolates an objectâs position to a point on that spline at a given time, so if you dynamically change the position of the splineâs endpoint then the tween will update dynamically as well. MAS was created half for allowing objects to move to multiple points along a path, half for being more flexible than the rigid Move From/To event.
Iâll be uploading some more tutorials later focused on spline operations with iTween and I will be sure to touch on this situation and how to use splines to get this effect.
All the best,
Sweet
i will attach an image of my blueprint in a sec. I have an issue though (sorry about the delay I had another project I was working on take priority), I have these error codes that keep popping up ever since i brought in itween and set it up:
do you have any idea what these errors are referencing?
Yup, those errors are caused by not importing iTween directly to your Content folder. If you put it in any subfolder, it will try to compile using the original folder structure and will fail. I talked about this in the setup video. Once you have it in the root Content folder for your game, you can move it to whatever other folder you want as long as you use the UE4 content browser so it will update all of the file references automatically. If you did copy the folder into Content originally and moved it after, this error could be caused by a crash or failure to save. Either way, you can fix this error by deleting the iTween folder and pasting it into Content again.
okay ill do that. I did put it into the games root folder, but I could have exited without saving or something. Ill test this out now to see if this fixes the problem
It was the saving issue, after i compiled everything and saved everything about 64 times (no bs), I loaded my game back up and had no error messages. ty
Alright as for the blueprint:
&stc=1
that is for the bridge rotation, I also had another question, how do I get the Move from/to function to work via Event begin overlap and end overlap. i thought maybe I could just bring in two move from/to nodes and attach them to the same mesh but i would still have the issue of repeating. So i believe your answer to the first question would answer the loop issue for this, but is there a better way? you can see the pressure plate bp below.
&stc=1
Edit: Just noticed the set variable in the bottom right corner of the pressure plate blueprint. ignore that variable (forgot I had accidentally clicked on promote to variable
Iâm not sure why, but I canât see your attached pictures. Can you try reuploading them? Of course, it could just be the forums.
Most likely what youâll want to do is give both pressure plate Tweens a name, like âPP1â and âPP2â or whatever works for you. Then on event begin overlap, call âStop Tween By Nameâ from the iTween object and start the other one. Keep hopping back and forth, stopping one Tween and starting the other.
Im not sure why you canât see them? I can try re-uploading but that might have to wait till tomorrow. as far as the pressure plate goes, that might work. see the bridge is actually just a custom event attached to the rotate from?to and then a reference to the mesh is attached to the target. the rotation is set at 90 degrees on the rotate to notch. i think that i would need to put a reference to the actors location but i donât believe that I would need to do that if the class blueprint is for that mesh (assuming the blueprint already knows where the mesh is in itâs own blueprint, I could be wrong).
Edit: sorry about all of the typos.
Yes, it sounds like the approach I outlined earlier would work best for this situation. Let me know how it goes, because we want you to get it all set up!