I have some custom Actors that can take in a float lerp value to control their animation. At present I have some simple trig functions on tick, but I want to be able to control this with a timeline that I create in Blueprints (because of the graphical interface) that outputs floats.
I’ve worked out how to (theoretically) get the floats back into my c++ via a BlueprintCallable function,
2 Questions
Can I create a Blueprint Timeline without making it a part of a Blueprint Actor. (I cant seem to create a timeline in Blueprints any other way - there is no BP timeline class I can use as a base as far as I can see)
How to access the timeline to send a play event? I tried making a function with UFUNCTION(BlueprintImplementableEvent), but it doesn’t show up in the graph. I’ve used this on other things like widgets and its working.
Ultimately I would like to store this timeline (as a pointer?) inside my C++Actor, I can see I can create timelines in C++, can I just copy the BP timeline over to C++ somewhow?
And some way for my code to access the Blueprint at runtime. I have built preloaders for many types of assets that grab assets before begin play…I would like to do this with the blueprints if possible?
As for timelines in general, there is of course a way to create and use them in C++. You will still create a curve (as a standalone asset in your project), so there’s your graphical interface, unless you mean something else. I still haven’t found a proper way to do what Event Tracks do in blueprint-based Timelines, but for floats C++ Timelines are okay, even if they require a bit more complicated setup than in blueprints.
I had a basic model working some weeks ago that used curves in c++, but as the model is of a fully jointed hand, it got a bit tiresome and awkward to have to program 18 curves independently of eachother, hence wanting to take the ouput of a blueprint timeline where I can visually see the relationships.
Yes, programming fatigue, I was not parented to the underlying c++ class! oops
Is there an automatic way to do a bool curve track - for triggering lights etc, or do I have to work this out manually? Im sure its not hard,