Timeline name changes do not propagate to related nodes

I’m making a bunch of blueprints with similar coding but lots of different parameters, still it’s much faster to duplicate blueprints than to start from scratch on each new one. One thing that’s irking me a bit is that you can’t rename a timeline without it breaking blueprint - variables, event dispatchers, functions, etc all seem to rename fine but if you rename a timeline all references to it within same blueprint fail to adjust to new target timeline (for things like calls to Stop, Play, Reverse, Set Play Rate, etc). Is there a way around this or is a fix for it in pipeline?

I’m new to unreal engine so if this isn’t place to report this please let me know and I’ll remove it to post in proper location.

Correction, event dispatchers also fail to rename properly.

Hi CoryG,

Thanks for report! I was able to reproduce this with Timelines in 4.7.2 and our main internal build, and I’ve created a bug report for issue (UE-11993). I’ll post here when I see any update on it.

I was also able to reproduce this with Event Dispatchers, however it appears those are still functional after Event Dispatcher is renamed. Upon reopening editor, nodes are named correctly in Event Graph. I’ve entered a separate bug for that issue (11994).

Thanks!

Thanks. When it does get repaired will it be rolled out in an auto-update?

Fixes usually get pushed to next release, though if you’re building from source we can sometimes find GitHub commit so you can add it manually before next release.

Also, you may want to explore using a Parent class and creating children of it to save yourself some time, if BP classes you’re making are similar enough in function.