hello, someone would have a practical example of a code in C ++ that created a timeline and SET a curve to be used inside a BluePrint?
Might need a little more information. What kind of curve are you talking about? Are you talking about a bezier path that an AI would follow?
Hello, thanks for replying … I am looking to create curves to move Rotation / Location objects by type presets choose a static -Mesh, or any other camera type component and would select which preset would use … I’m doing this for the falicitar development takes consiliar Audio & Video within a Level for a particular BPM going from 90 to 150 …
Then I would select the blue print that would be running one of 36BPM music and I wish every 8 Beats the object was up to 360 degrees and back …
I have the logic and computation of time values and degrees of ready-made curves in c # to another program … I just would like some sample cpp file and that .h inserisse timeline at level one and be editable via blueprint to be able to associate the blue print that have already developed …
I need this solution via blue-prints because I have no way to create dynamic Timelines with Curves Runtime … I also got to try Curves create files and import into the Unreal, most would something around three million of files …
Much better a file in c ++ he could return myself a timeline populated only by selecting the BPM in a list …
Have you looked into
and
https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Components/FTimeline/index.html
?
Anyone care to post an example of cpp code .h file a timeline that appears in the blueprint please …
All the examples I tried to run and are not operated in the documentation …
or following LightSwitchCodeOnly, LightSwitchBoth or adding editinlinenew, meta = (BlueprintSpawnableComponent)
worked …
Thanks!
I Receive Error in Build when utilize TimeLine Component declared in a Variable…
when I use FTimeline can not transform the object in TimelineComponent
How can I create an object of type Timeline component to be used in blue print?
FTimeline controll timeline playback, to store curve use UCurveFloat for example. But i have problem with adding it do FTimeline and managing playback.