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Link to timelines doc for c++?

Hello everyone! I am just now diving into C++ from blueprints, and I use timelines a lot in blueprints and was wondering if they were in C++, and if so is there a doc I could use?

Product Version: UE 4.10
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asked Mar 03 '16 at 07:13 PM in C++ Programming

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2 answers: sort voted first

After trying this before I thought I give this timeline in c++ another shot. There are still some old answers here on answerhub which show how to use timelines in c++ with the actor's own tick function. But actually it also works withouth using the tick of the actor. I had to use AddInterpFloat() at runtime to get this to run.

This answer should work for you!


 UTimelineComponent* ScoreTimeline;

 UCurveFloat* fCurve;

 FOnTimelineFloat InterpFunction{};



 static ConstructorHelpers::FObjectFinder<UCurveFloat> Curvy(TEXT("CurveFloat'/Game/Blueprints/NotSoImportant/CurveFloatBP.CurveFloatBP'"));
 if (Curvy.Object) {
     fCurve = Curvy.Object;

 ScoreTimeline = ObjectInitializer.CreateDefaultSubobject<UTimelineComponent>(this, TEXT("TimelineScore"));

 InterpFunction.BindUFunction(this, FName{ TEXT("TimelineFloatReturn") });

//Then inside BeginPlay for example:

 ScoreTimeline->AddInterpFloat(fCurve, InterpFunction, FName{ TEXT("Floaty") });
 ScoreTimeline->Play(); // or PlayFromStart() etc, can be called anywhere in this class

//And Finally your callback function:

 void AYourClass::TimelineFloatReturn(float val)
  //Your float val from curve returns here


I made a wiki page about this here:


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answered Apr 05 '16 at 09:33 PM

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avatar image Torfi Apr 11 '16 at 02:42 PM

I had to add UFUNCTION to the declaration of the "TimelineFloatReturn" function but otherwise this seems to work perfectly, thanks!

avatar image TheLoneStar Jul 18 '16 at 06:03 AM

Hey @spaceharry, how would create your own curve in this, but where do you add value for it?

avatar image TheLoneStar Jul 18 '16 at 05:09 AM

Hey @spaceharry, how would create your own curve in this, but where do you add value for it?

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Hey Designer102-

You'll want to look into using timers in code. The class for timers is Runtime/Engine/Public/TimerManager.h and there is a short tutorial on setting up an actor that uses a timer:


Let me know if this info helps.


Doug Wilson

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answered Mar 03 '16 at 07:57 PM

avatar image Designer102 Mar 03 '16 at 08:46 PM

The timer wont work for what I am trying to do, have a variable change overtime once a function is called, I am thinking of using a curve asset, is there a doc for that or any tips and tricks?

avatar image Doug E ♦♦ STAFF Mar 03 '16 at 09:30 PM

Unfortunately using a timeline in blueprints does not translate to code cleanly. If you are trying to change the value of a variable based on time then your best bet would be to use a time or to edit the variable in the Tick function so it will update with each tick.

avatar image spaceharry Apr 07 '16 at 09:08 AM

U actually can use Timeline c++ in the same way as in blueprint withouth using a boolean or tick of the actor where the timeline is in. See my answer below.

avatar image Designer102 Mar 03 '16 at 11:52 PM

I was actually planning to make it so a boolean is set to true in a function, then in the tick it will check for if the boolean is true and if so it will add to a float and if the float is over or at my wanted amount it will set the boolean to false, would that work?

avatar image Doug E ♦♦ STAFF Mar 04 '16 at 03:16 PM

That would work. Just keep in mind that while the bool is true, the float will increase every tick.

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