hello, I’m creating a platform for animation on top of Unreal and found some limitations … wish someone could give me some ideas on how I can solve this task …
I’m creating a tool to connect Audio and Video Real Time … I’m using the PlugIn Live In Unreal Editor for use in MIDI Events within a Level …
So I could improve development time of Loops Video created in Visual Studio Animation Presets some models … Type Rotating an object, camera, or any component up, down, 360 degrees, etc. …
The first limitation was to find a Curves Half of Import into Unreal … I was getting only do this in linear mode that is cared for as CSV files … Until there was Easy, I Changed a variable inside the function linear to Cubic, compiled again and I imported the rest Unreal differently …
Now that I have the curves like .uasset loaded files into the correct directory esi my question …
I do not have to create a timeline within a BluePrint dynamically, the curve type to set a timeline at runtime in order to create the animation with the curve of a corresponding BPM …
I believe I’ll have to create a Timeline on a blueprint for each curve / preset that has previously begotten …
Could anyone give me some help in order to create a function within the UnrealEngine so that when I compile the project and start the UnrealEditor I shoot some events that create a BluePrint with a timeline in selecting a curve ???
or
Is there any easier way, like create a function that would change the curve of a timeline dynamically ??? This greatly help my work because it could create within a Blueprint a function for all presets without having to replicate a timeline for each file … are almost 3 million files presets ranging from 90bpm to 150bpm …
Thank you!