Curve vs timelines

so im trying to make a smooth transition. im using curves instead of timelines so i can put everything in a function and not needing sequences everywhere. im using elapsed time for the curves. and so far it works great but i was wondering if anyone know how to make the reset of the time smooth,anyone got any tips?

sorry for my bad english

https://streamable.com/g544s7

why do you need “sequences everywhere” with timelines?

what do you mean by reset of the time? if you mean how do you do a smooth transition at the end of a cycle, make the curves looped, meaning going from 0 to 1 to 0 again and every step of the curve to be bezier or auto (cant remember which is the smooth one)

im new to unreal btw. but im using a event tick and a lot of branches. and yeah i the transitions are smooth enough. but i use a timer on the get float value. because i dont know how to increase a float value without a event tick. i took screenshots of the blueprint/curves if it makes more sense

i want it to for example when a boolean is true i want it to active the curve and go from 1 to 0 then stay at 0

if the boolean is false i want it to go from 0 to 1 and stay at 1

i hope i explained it better now



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use a timeline, make it smooth in and out and you can even play it in reverse if thats your setup

doesnt need tick and its reusable

yeah but i need a tick to count time and so on. and if i use a timeline i have to to add sequencers. im changing a lot of things with a timeline and i wanted to switch it with a curve instead. i have 8 total timelines and im not even finished.

active the curve and go from 1 to 0 then stay at 0 and
if the boolean is false i want it to go from 0 to 1 and stay at 1

was wondering if you knew how to fix that

like i did it with timeline but how do you clean up this mess?