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How to pass timeline as Blueprint Component

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.

alt text

This picture showing my componets window and that i can't attach any timeline to timeline component :(

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asked Aug 03 '14 at 05:51 PM in C++ Programming

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Xender
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Take a look on the boxcomponent:

 UCLASS(ClassGroup=Shapes, hidecategories=(Object,LOD,Lighting,TextureStreaming), editinlinenew, meta=(BlueprintSpawnableComponent))
 class ENGINE_API UBoxComponent : public UShapeComponent

UTimelineComponent is missing meta=(BlueprintSpawnableComponent), and I believe you have to remove minimalapi from UTimelineComponent

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answered Aug 03 '14 at 06:24 PM

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Pierdek
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avatar image Xender Aug 03 '14 at 06:40 PM

So i need to override UTimelineComponent class and remove minimalapi? Than use it?

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