I have a blueprint referencing a child actor that has two distinct states (a door that is locked or unlocked with some animation inbetween via a timeline). The parent blueprint should have the child actor start in the non-default of the two states so I’m trying to call a function that plays an unlock animation and leaves all the meshes in the proper configuration of location and rotation settings thereafter, but it’s not working. When I compile I can see the dots from the constructor script making it to the function call of the child actor and calling the same function from a player-triggered event works, but it doesn’t appear to do anything from the construction script. It is called as:
Do timelines not work from within construction scripts? Should I go at this as a static setting for the unlocked door state instead of trying to call the function that plays the timeline?