Problems with UTimelineComponent

Hi,
I have a custom Actor with several UTimelineComponent which controls several procedural 2D animations (1 timelinecomponent for each animation).

When one animation is active I activate and set visible all related components. When one animation is not active, I deactivate and set hidden all related components.

Problem arises with **UTimelineComponent. When I Deactivate it or Stop it I can not get it working again! **So at the moment, I have to let the UTimelineComponents keep ticking even if the animations are disabled … is it something weird with Deactivate / Stop function on UTimelineComponent ?

ps. All components in my use case are naked pointers (live in TArray tagged with UPROPERTY) registered manually.

Thanks

nobody has a clue? x(

Please post this question to the Answer Hub: https://answers.unrealengine.com/
and include a link back to this post.

Thanks

okey done!

ps. What should I ask there (answerhub) and what should I ask here () ?

tx

It’s fine to post your question here -someone may still respond with an answer to this thread. However, in this case I thought it might get a quicker response in the Answer Hub and/or may be a bug. The request to include a link to this thread is for other users with a similar issue to find the answer easier both here and the Answer Hub. It may still take a while for someone to address this, but posting it to the Answer Hub should speed things along.

as said here
https://answers.unrealengine.com/questions/117019/problems-with-utimelinecomponent.html#answer-119960

I can not reproduce the issue anymore in the last engine version :slight_smile: