Initialization of Timeline in a blueprint

I have a Timeline that is hanging out in its own event graph. There is nothing directly connecting to its input exec nodes. I’m calling PlayFromStart on it in a separate function, expecting that its event exec nodes will fire at the appropriate times.

Turns out that if I do this, the Timeline is not yet initialized and is None.

The “solution” I came up with is to drop EventBeginPlay in the event graph that the timeline sits in, connected to its Stop node. This means the Timeline immediately stops when the entity is created. Of course, the Timeline was stopped anyway, so this should be a no-op - but in reality this seems to be what’s needed in order to initialize a Timeline.

Unfortunately this solution does not scale. I only have one EventBeginPlay I can call. If I want to add a second Timeline to its own event graph, is there a way to make it initialize properly? Why doesn’t it initialize, anyway?

This is still a problem for me in 4.7.6. Basically you have to call a timeline once through one of its exec pins (I use ‘Stop’) for any other function to be able to call it. I have a separate function that does a PlayFromStart and this fails unless the ‘Stop’ is first called from EventBeginPlay. Wish this wasn’t the case.

Hmm. Old issue, but it seems to still exist in 4.12. I’m not sure if there’s a key component to timelines that I’m not understanding, but in case anyone else runs into this issue, I thought I’d post some sort of answer. My workaround is similar to Sinoth’s.

For some reason, timelines have to be initialized in the event graph it’s in before it can be called to play from another BP or function. However, it doesn’t seem necessary for you to initialize it from directly from PlayFromStart or EventBeginPlay. You can still use a sequence to initialize all the timelines you plan to call from another BP or function ahead of time. (In my solution, it’s still attached to EventBeginPlay though.) So, EventBeginPlay → Sequence → Each pin executes stop on the timelines you need to use.

Hi, that’s not the answer to your question but I don’t know how to appeal.

A problem happens with the timeline in my unreal project. When creating or opening a timeline, you cannot edit its content.

I don’t know how to solve it, if anyone can help me, I appreciate it.

In two open projects, one older and with more stuff, and one just created. The former has problem. In the newest, you can edit the timeline. Timelines already created work when playing, but you cannot edit or create new timelines.

Video: Unreal 4.21 - Timeline Bug. - YouTube