x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

4.6 event track doesn't work

In the new 4.6 version, the event track in timeline doesn't work anymore!

Product Version: Not Selected
Tags:
more ▼

asked Dec 10 '14 at 10:12 AM in Bug Reports

avatar image

elementLee
6 1 2

avatar image AndrewHurley Dec 10 '14 at 05:12 PM

Hello elementLee,

I tested to verify if what you are saying is true, but was unable to reproduce what you are saying. I created a new timeline in my level blueprint, in a new blank first person project, and added an event track. I set two values from zero to one. I set up a trigger for the event track of the Timeline to start and it worked as intended.

Could you give me a bit more information as to what you are seeing on your side? Screenshots are usually the easiest way to convey a visual message.

Thanks,

Andrew Hurley

avatar image elementLee Dec 11 '14 at 01:13 AM

Thank you very much for your reply ^_^ Here's the screenshot. In fact, I made this blueprint in version 4.4, the class actor was spawned via event track very well then. Yesterday I updated the whole level to 4.6, everything's fine except all the event tracks won't work, I didn't change anything since updated, but it doesn't give any pulse as I set in time. alt text

timeline.png (122.1 kB)
avatar image elementLee Dec 11 '14 at 01:42 AM

My new discovery is there are 2 ways to make it run. One is to link the "Update" output to any other node, or adding a tick node to the "play" input. Is this a new setting of the engine, or a bug? For previously when I set autostart and loop, event will be going.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey elementLee,

Yes there was a change made to the 'Timeline' node in the release of version 4.5. Here is the comment directly from the release notes.

"The Blueprint compiler was modified to identify and cull disconnected/inactive timeline nodes so actor instances do not have redundant timeline components that require resources to check if they require a tick."

I hope this clarified your issue. Basically you need to make sure you have something connected to your 'Timeline.' This is a safeguard for un-needed and unwanted looping and auto-activated timelines.

Cheers,

Andrew Hurley

more ▼

answered Dec 11 '14 at 04:02 PM

avatar image elementLee Dec 12 '14 at 02:31 AM

Thank you. That's helpful.

avatar image spyro Jan 25 '16 at 09:08 AM

Having a similar problem with 4.10.2. When I try to create an event track in the timeline of the level-blueprint, a float track is created instead...

avatar image AndrewHurley Jan 25 '16 at 03:53 PM

I just tested this in 4.10.2 and did not get the same results.

Steps - Open level blueprint - Add new Timeline - Create 'Event Track' - Close Timeline graph - Observe the event output pin on Timeline node.

alt text

Cheers,

Andrew Hurley

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question