for 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. again!
My understanding is that it’s not really something that can be fixed, it’s just nature of Objects and Timelines. Is there a reason you couldn’t put Timeline in parent Actor?
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 only way without C++, I fear. I really can’t see 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 architecture of engine to me. I don’t have necessary background knowledge but I really don’t think this restriction is only a matter of logic?
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 two different attachment / ownership paths (actors owning components, and components owning other components) both work.
"second part of issue is that components aren’t ticked 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 component’s tick function to manipulate it’s parent function per-frame to same end. He just won’t have nice curve editing tool in timeline unless he uses an external curve.”
Seven versions and year and a half later, still no timelines in components. Can we please have an update on issue?
It’s one of first things I’ve ran into by trying to keep things modular.
Thank you.
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.
So issue was just deleted? I’m not upset so much about object/timeline thing (although… 3 freaking years… shiny features are shiny, but Tech Debt deserves some love too), but more about fact that we can see in this thread a user who abandoned engine after 40+ bugs were accepted and never updated, and that issue you posted is no longer valid.
Depending on your need, setting a timer could work. Here’s an example. You can use an Ease function after Clamp, if you need a non-linear interpolation.