Assume I have 8 static meshes, and they are separated into 3 different groups. They all need to do something with the same timeline but at different times. You may see the picture below for more detail.
However, I encountered some issues.
I tried to duplicate the timeline. However, whenever I duplicate the timeline, a new one is created. I don’t want to manually set the timeline again. That is labor intensive.
I know there is a set play rate node that allows users to alter the play rate of the timeline. Is it possible to start the 2nd action before the 1st action ends?
For this, could you possibly just use 3 separate tracks and 3 separate output within the timeline, and just put the first key in each line where you’d like the other static meshes to start?
So this is what the timeline will look like. You can add multiple outputs to the timeline, and then have a different float output for each. Here I have ABC, DEF, GH on separate floats going from 0 to 1 at different times. Hope you can use this to get what you’re going for!
But no, can’t use a timeline inside a component, BUT on the actor it’s attached to you can run a timeline, and set the value on the component from there. Just drop the component on the actor’s event graph and set the value
Ok, I’ll do that if I have to… I really try to make my components with the max abstraction level as possible. It’s a pity not being able to use the curves.
I have taken screenshots of this.
Sooner or later I will have to convert my project to C++.
I know C++ well. But I started with BluePrints because I thought that this way I would learn to use Unreal faster. I think I did well because there is a lot to learn. I think I’ve been learning unreal for about 6 months now… I’m a complete newbie XD