I’d like to alter the values of a timeline keyfram outside of the actual timeline (such as the details panel of a placed blueprint), preferrably from a pin or node. Is this possible?
When you create a Timeline, it also appears as a variable in the variable list. If you place this variable, you have access to get/set functionality. Is this what you are looking for?
While that allows me to edit the properties of the actual timeline, I’d like to get access to individual keyframes within the timeline.
I do not know how to access the individual keyframes, but perhaps there may be another solution to what you are trying to achieve. May I ask what you are trying to do by wanting to edit the keyframes?
I’ve got a spinning warning light, and I’d like to be able to set the speed of the rotation from within the editor without having to open the blueprint. I’m using the timelines to rather crudely animate a skeleton, but it works
Can you use Set Play Rate on the Timeline variable to do what you need? If you just want something to spin without a timeline, you can add a Rotating Movement component to your warning light. You can then set the speed on this rotator.
That worked great. I’d still like the ability to access keyframes, but you can’t always get what you want ^.=.^ Thanks!
I assume you eventually came right with a solution, but just in case someone else reading this thread would like a way to do this, I found this article quite useful. In essence, it uses the timeline as an arbitrary transform value plugged into lerp to drive a result between 2 variables.
From the timeline float perimeter, search for the “Map Range Clamped” node, I believe this is what you are looking for.
Hope I have helped.