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[4.7.6] No timelines in blueprint script components

Hi there,

when I create a new blueprint script component, it's not possible to add timelines there:

alt text

Simple example: A 'spinner' which gradually reduces speed and then stops.

Product Version: Not Selected
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asked May 04 '15 at 10:34 PM in Bug Reports

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1.7k 104 115 227

avatar image NF Mynster Jun 20 '17 at 04:14 PM

This would be great, bumping!

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2 answers: sort voted first

Hi spyro,

Thanks for the report! I wasn't able to find any reason Timelines can't exist in a Script Component Blueprint, so I've entered a bug report (UE-14962). I'll let you know when I see any update. Thanks again!

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answered May 04 '15 at 10:45 PM

avatar image Ben Halliday STAFF May 05 '15 at 03:22 PM

Hey spyro,

I heard back on this bug report, and it seems that components are Objects, not Actors, and we don't support Timeline components inside objects.

avatar image spyro May 05 '15 at 05:27 PM

So, any chance to fix this? How to manipulate the parent component over time then? :(

avatar image Ben Halliday STAFF May 05 '15 at 05:31 PM

My understanding is that it's not really something that can be fixed, it's just the nature of Objects and Timelines. Is there a reason you couldn't put the Timeline in the parent Actor?

avatar image spyro May 05 '15 at 06:48 PM

Well, I am trying to build reusable components to manipulate parent actors in UE4... ;) That's what they intended for, aren't they? As blueprints itself still aren't composable, that's pretty much the only way without C++, I fear. I really can't see the reason why asynchronous operations like timelines shouldn't work in principle, at least for actor-, or scene Blueprint scripts.

Sounds more like an internal problem with the architecture of the engine to me. I don't have the necessary background knowledge but I really don't think this restriction is only a matter of logic?

avatar image John Alcatraz May 06 '15 at 03:24 AM

I agree! This should be possible.

avatar image Ben Halliday STAFF May 06 '15 at 05:18 PM

I spoke with one of our Sr Programmers about it some more. He told me it's "mostly a matter of plumbing":

"Components are special in our hierarchy, in that they're Objects, but they inherit a bit of functionality from Actor.

"Timelines are components, and can now be added to other components, but this isn't set up in Blueprints yet. It's a matter of making sure that the two different attachment / ownership paths (actors owning components, and components owning other components) both work.

"The second part of the issue is that components aren't ticked the same way that Actors are: they get their tick from their parent. So, we'll have to do a bit more plumbing to make that work.

"Not that any of this is impossible, it just needs a bit of reworking to make it happen.

"As a workaround, he could use the component's tick function to manipulate it's parent function per-frame to the same end. He just won't have the nice curve editing tool in the timeline unless he uses an external curve."

avatar image spyro May 06 '15 at 05:45 PM

Hi Ben,

all the bugs and sometimes strange restrictions aside, I just have to say, the good support here makes me speechless sometimes.

Many thanks for that, especially for the tip to register to the parents tick event.

So I read this as as "It's currently not possible but that might change in the future"...?

avatar image Ben Halliday STAFF May 06 '15 at 05:51 PM

Thanks! We do try =)

That's my understanding as well, but I'm following up on that email conversation to see whether that's currently planned.

avatar image Maus2 Nov 28 '18 at 11:14 PM

Are there any examples of the workaround working? or more info on how to set that up.. I'm still learning and it doesn't make sense. thanks!

avatar image Eskel Dec 19 '16 at 06:51 PM

Seven versions and year and a half later, still no timelines in components. Can we please have an update on the issue? It's one of the first things I've ran into by trying to keep things modular. Thank you.

avatar image spyro Feb 03 '17 at 07:07 AM

I've given up on that. I reported about 40 (confirmed) issues in a timeframe of about 18 months. Almost all of them weren't fixed until today.

I am also not using Unreal Engine 4 anyore, it's just too frustrating. Bugs are one thing but just collecting thousands of them and storing them in a nice list just isn't working. Good luck.

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Hi all,

I've updated the affected engine versions on the ticket. You can vote on the feature request to track its status and express your interest in it: https://issues.unrealengine.com/issue/UE-14962

[Edit] Changed response to be more accurate.



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answered Jan 11 '17 at 10:53 PM

avatar image marksomnian Jul 29 '17 at 04:33 PM

Hi Ed, I can't see it in the link above. Has it been deleted?

avatar image FlowStateGames Jan 27 '18 at 10:52 PM

So the issue was just deleted? I'm not upset so much about the object/timeline thing (although... 3 freaking years... shiny features are shiny, but Tech Debt deserves some love too), but more about the fact that we can see in this thread a user who abandoned the engine after 40+ bugs were accepted and never updated, and that the issue you posted is no longer valid.

It's not great optics.

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