I am calling a function from C++ which is a BlueprintImplementableEvent called X.
Update runs once and never runs again, Finished is not called, the timeline is removed out of existence. Timeline is set to 1 second with a single track. (The one in picture is fake to explain it easier.)
Simplified example, assume X is a BlueprintImplementableEvent called from c++;
The original timeline is set right, there’s nothing wrong with it.
Somehow C++ deletes the timeline from existence after running “Update” once. I double checked that this object is not destroyed or anything, how can i make this work?
Tried so far trying to find a workaround: