~wink~
We’re still in beta and UMG stuff will have to wait for 4.6 (we’re waiting for UWidget object references to be exposed to blueprints), but this release is big enough to go live.
Version 0.6b! Mediafire
It installs just like before. Make sure to close your editor, delete the old iTween installation and install this one to Content.
Word of warning: This may break some connections you currently have on blueprint nodes. Some pieces were renamed not only for consistency but to make room for future updates that will move Widgets and components specifically without having to use an iTProxy. It was a necessary step to take to make ensure future compatibility, so I heartily apologise for any inconvenience this will cause for current users. I’ve taken steps to prevent this kind of thing from happening in the future, but I can’t promise connections won’t be broken in the future until we’re out of beta. Thank you for sticking it out!
Biggest new features, will have videos on them this week:
-Added iTProxy. The object itself is an empty nothing BP that allows you to have a physical object in your scene for operations that require a physical actor when you want to perform them on things like components or widgets, which are not actors. You can use any object in your scene for this, not just iTProxy. It’s just there for convenience. The actual feature is in the framework. Until we have permanent solutions for primitive components and UWidgets, you can move/scale/rotate these things using the messaging system.
-Messaging system revamp. Many more outputs, couple of new options.
-Delay specificity - now define when you want delays to happen instead of just at the beginning. Now they will happen at the beginning or after a loop section or after a full loop, or any combination of the three options.
-Linear Color From/To.
-Custom Ease Types using curve assets.
-A fully working Ease In and Out Elastic Ease Type!
Full changelog:
-Added iTProxy object to assist in tweening components/umg objects/etc. until more permanent solutions can be implemented.
-Categorised, described, and renamed interface messages for clarity.
-Fleshed Out Pause Tweening and Resume Tweening messages to allow for passing in Index, Actor Name, or Tween Name.
-Added messages to Pause All Tweens and Resume All Tweens.
-Added ability to Pause, Resume, and Stop Tweens by passing a reference to the actor that is being tweened, if applicable.
-Added Linear Color From/To.
-Updated all Events to use On Tween Loop Section messaging.
-Added “Component Tweened” and “Widget Tweened” outputs to interface messages. They’re useless for right now, I’m just getting the interface ready for future improvements.
-Added “InterpPointOnSpline” output to On Tween Tick and On Tween Loop Section
-Added ability to use a custom curve to define a custom ease type.
-Removed Get Alpha From Curve and removed superfluous curves that are taken care of with equations already.
-Cleaned up Get Alpha From Equation and renamed it to simply “Get Alpha” since it can take in a curve parameter.
-Short-term fix for Ease In and Out Elastic Ease Type: Now works using a curve.
-Added DelayType enum option to give greater control over delay:
* First Delay Only - Will only delay before Tweening begins and not after any loop.
* First Delay and After Each Loop Section - Will delay before the Tweening begins and after each time a loop completes using Rewind or the Tween switches between forward and backward using Back-and-Forth.
* After Each Loop Section Only - Will delay after each time a loop completes using Rewind or the Tween switches between forward and backward using Back-and-Forth, but not before the Tweening begins.
* First Delay and After Each Full Loop - Will delay before the Tweening begins and after each time a loop completes using Rewind or after the Tween has played both forward and backward one time each using Back-and-Forth.
* After Each Full Loop Only - Will delay after each time a loop completes using Rewind or after the Tween has played both forward and backward one time each using Back-and-Forth, but not before the Tweening begins.
-Ignore Pause/Time Dilation works now and Time Dilation settings will be restored to the Tweening object after the Tweening operation has finished. However, Tick When Paused will destructively change that setting on the actor, i.e. its original settings will not be restored. This is because there is currently no way to “get” the “Tickable When Paused” property on actors at this moment in time. Be mindful of this limitation.
-consistency pass (i.e. changing names to remove spaces or to be more specific, like Move From/To becoming Actor Move From/To to differentiate it from Component Move From/To and UMG Move From/To in the future. This may break some connections to pins. I apologise! This may happen once or twice more before we get out of beta, but will NOT happen in the 1.0 release forward, barring some humongous paradigm shift in how the engine works)
* "Actor" added before events taking "Actor"
* Look At Spline Point now Actor Rotate To Spline Point for consistency
* Move Along Spline now Actor Move To Spline Point for consistency
-optimization pass