Hi, I created a copy of the topic BindFunction Timeline and is working perfectly …
Now, I Create My TimeLine with dynamic curves and like to know how can I make my function to return the current value that is running in the Timeline for an output variable … Same as TimeLine in BluePrint …
This is my TimeLine Function…
float ATimeLineExecute::VJTimeLine_Execute()
{
TimeLine = FTimeline{};
// Create Dynamic Custom Curve
FRichCurve xEditCurve = *new FRichCurve;
FKeyHandle KeyHandle = xEditCurve.AddKey(10.f, 1000.f);
UCurveFloat* xCurveFloat = ConstructObject<UCurveFloat>(UCurveFloat::StaticClass());
FOnTimelineFloat progressFunction{};
xEditCurve.AddKey(0.0f, 0.0f, true, KeyHandle);
xEditCurve.AddKey(5.f, 1000.f, false, KeyHandle);
xEditCurve.AddKey(10.f, 10000.f, false, KeyHandle);
xCurveFloat->FloatCurve = xEditCurve;
// Bind Function
progressFunction.BindUFunction(this, "EffectProgress");
TimeLine.AddInterpFloat(xCurveFloat, progressFunction, FName{ TEXT("EFFECTFADE") });
// ------------------------------------------------
// How I Return Float in Execution???
// ------------------------------------------------
return xFloatVariable;
}