I have successfully added several curves to a single UTimelineComponent, and all is working as it should to control various lerps on several StaticMeshComponents in my Actor
I have just discovered that if a curve has a different length to another, it will not loop until the longest length curve is finished.
Is it possible to set looping on a per curve basis?
Is it possible to set a starttime (or phase) on a curve basis
All in C++ naturally. I cant see any options by looking through the curve documentation. I guess my only option (though not viable for this project) is to have multiple timelines?