UMG has support for animation timelines through the editor, but I often find them lacking. I created a UI tweening library in C++ to solve some of the problems of UMG animations:
- It's easy to create create multiple, offset animations for variable numbers of widgets inside containers. For example tweening each child of a VerticalBox with a delay between each element.
- It's possible to rearrange widget hierarchies without breaking animations.
- It's easy to scale animation durations, or have their speeds driven by code.
- Reusing animations between elements is easy.
UUITween::Create( SomeWidget, 0.2f )
.FromTranslation( FVector2D( -100, 0 ) )
.FromOpacity( 0.2f )
.ToTranslation( FVector2D( 20, 10 ) )
.ToOpacity( 1.0f )
.Begin();
For more information, please refer to the full documentation on GitHub.
Example Usage
Tweening elements within a vertical box with a delay between each element
const float DelayBetweenElements = 0.1f;
for (int32 i = 0; i < MyVerticalBox.GetChildrenCount(); ++i)
{
UUITween::Create( MyVerticalBox.GetChildAt( i ), 0.2f, DelayBetweenElements * i )
.FromTranslation( FVector2D( -100, 0 ) )
.FromOpacity( 0.2f )
.ToReset()
.Begin();
}