Timeline not stopping properly ?
Hi everyone and happy holidays,
I'm kinda new to UE4 and I just ran into an issue with the timeline (for two separate blueprints actually) that I can't find an answer for. So I created a lift yesterday and it's working great and all but then I realized that I was using static data for the timeline, which would require me a lot of blueprints if I wanted the lift to go at different locations, which totally defeats the purpose of the blueprints in the first place. Today I made a new blueprint, but using a Lerp and a float variable to determine the location of where I want the lift to move on the Z-axis. The thing is now the lift gets stuck on the top position instead of going reverse when I exit the collision box. With my last setup it was working wonders and the lift would go on reverse when I jumped off but now it stays where it ends and it's not quite what I want.
On another note I'm having a similar problem with a room where I put a lot of lights in it and then made them flicker to give it a sort of creepy look. I used a timeline to select the values doing an "M" where the two highest points have a value of 1 and the 3 lowest points have a value of 0, going 0.125 sec from each other then going to a float X with a value of 5000. I've put a collision box so that when you approach something in particular, all the lights start to blink at the same time. However, when I exit the collision box, the lights all stay on when I want then to stay off. When I enter the box, the timeline is set to play and when I exit it is set to stop.
I didn't have this problem with the timeline with my doors blueprints and the few other stuff I worked on using blueprints before so I don't know why it's happening.
Thanks in advance guys.
asked Dec 29 '16 at 06:45 AM in Blueprint Scripting
There is a logic problem in your blueprint.
Look at this situation:
When your lift is on top position - GetActorLocation points on top position and EndLocation variable also points on top position.
So it doesn't matter what alpha (0-1) will be in lerp, it will still points top position
My advice: store a start location and use it in your Lerp node. You can fill it in construction script.
answered Dec 29 '16 at 10:01 AM
Hi With the blinking lights try to use eventtick with te collision box and with the lift try to link the actions in chain like
Begin Overlap or button or you know this----Play timeline----lerp or anything End Overlap ----Play reverse ----lerp or anything
answered Dec 29 '16 at 08:23 AM
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