I am working at C++ sliding doors: This is my .h file:
#pragma once
#include "GameFramework/Actor.h"
#include "SlidingDoors.generated.h"
/**
*
*/
UCLASS()
class REDSKYPROJECT_API ASlidingDoors : public AActor
{
GENERATED_UCLASS_BODY()
// True if doors is open
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SlidingDoors)
bool bIsOpen;
// Temp Light
TSubobjectPtr<UPointLightComponent> Light;
// Opening and closeing timeline
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = SlidingDoors)
TSubobjectPtr<UTimelineComponent> Timeline;
// Simple collision primitive to use as the root component and doors trigger
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = SlidingDoors)
TSubobjectPtr<UBoxComponent> TriggerComponent;
// Static mesh component to represent doors on the level
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = SlidingDoors)
TSubobjectPtr<UStaticMeshComponent > DoorsMeshLeft;
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = SlidingDoors)
TSubobjectPtr<UStaticMeshComponent > DoorsMeshRight;
UFUNCTION()
void Debug(FString Msh);
UFUNCTION()
void TriggerEnter(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
UFUNCTION()
void TriggerExit(class AActor* OtherActor, class UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex);
};
The most important is Timeline UPROPERTY, because i want to create Blueprint based on this code and add there meshes, collision volume and animation timeline.
11812-
This picture showing my componets window and that i can’t attach any timeline to timeline component