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Components can't have Timelines?


So I was making some sub components for my actor so I could use them in my actors one after another. And it looks tidy aswell!

Problem I have is, neither Actor or Scene Components can NOT have timelines. Is there a reason why? I am abit new on this component thing so pardon me please. ^_^

This will actually force me to make my small systems as Actor Blueprints, invisible but still actor. Sounds like a bad decision. :(

Thank you for your help and time!

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asked Jul 26 '15 at 04:50 PM in Blueprint Scripting

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avatar image Breyarte Dec 14 '15 at 07:51 AM

Same! I can work around the issue by placing the timeline in the character for now and wrestle with the replication issues that arise from doing so, but a solid execution of my design pattern requires a timeline to be in the Actor Component. Abstracting this one piece into the wrong blueprint is not ideal. Adding this fix to 4.10.x would be greatly appreciated.

avatar image rob.never9 Feb 25 '16 at 01:18 PM

Any update on this, Epic? :) Still would like to be able to put Timelines in the event graphs of Actor Components... Seems strange that you can have a Delay node, but no Timeline.

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3 answers: sort voted first

Hello rob.never9,

After doing a bit of digging I was able to find that this request (UE-14962) is known and has already been sent to the developers for further consideration. I have provided a link below to the original post. Feel free to check the linked thread for future updates.

Link: https://answers.unrealengine.com/questions/222638/476-no-timelines-in-blueprint-script-components.html

Make it a great day

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answered Feb 25 '16 at 07:53 PM

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Rudy Q ♦♦ STAFF
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Still not implemented..

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answered Mar 02 '18 at 09:23 AM

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Edit: for the sake of documentation, i have this feature request:


Whether or not anyone from epic will acknowledge it, that's another story.

As a workaround, you can create an actor blueprint that simply holds all the timelines, that would have been on your actor components, in its event graph. One of these actors is spawned for each actor component that needs a timeline, with reference kept -- exposed at spawn for that actor is a 'timeline name' variable, which dictates which timeline it plays. As the timeline plays, it sets its values to a public variable. When the actor component needs the timeline values, it simply uses the reference to the timeline actor, to get the public variable where the timeline values are stored. When the timeline is done the timeline actor destroys itself.

It's a good enough workaround for me... allows me to keep my timelines in one place (instead of in the actor implementing the actor component), however I still have to spawn one of these actors per actor component instance. C'est la vie.

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answered Feb 25 '16 at 07:34 PM

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