Impossible to use TimelineComponent like you can use the Timeline Node
I have a UTimelineComponent which I dynamically add a single UCurveFloat to in cpp (A Curve from a selection created by a designer, to be chosen from at Run Time, assigned to a name "Percentage_Complete").
What I am trying to do:
I would, at run time, on a given event, play the Timeline. I would then like to take the value Percentage Complete and multiply it to figure out my position on a given Spline and apply that to the actor in the world. I don't care if this happens in cpp or bp.
What I have tried:
I have tried using the cpp methodology but I have run into issues which I am trying to solve.
I have a BlueprintImplementableEvent which should trigger the timeline, and then using the Percentage Complete value update the actor's position along a spline. However it is currently impossible to do this via a TimelineComponent. If I were to use a Timeline (i.e. right click actor BP, add Timeline, it would work just fine).
Ultimately this should be possible in cpp which I am looking into, but I would consider it a bug/feature request that if you use a TimelineComponent in BP you can not assign a curve, or do things on update, or many other things that are incredibly useful which you can do if you manually add a (F)Timeline!
asked Jul 03 '15 at 12:49 AM in Bug Reports
It certainly does seem to be a little counter-intuitive that the Timeline Component is apparently not very useful in Blueprints. I have submitted a feature request to ask that it's usefulness in Blueprints be expanded (UE-19609). I did notice that if a
Just to let you know, we do have some additional feature requests already in place that are somewhat similar. One is asking for the ability to assign a curve to a timeline in Blueprints during runtime (UE-13324), and another is asking for a way to access a specific curve in a timeline by its name (UE-2014).
answered Aug 04 '15 at 08:00 PM
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