Timeline Loop & Finish

Hi, I’m new to unreal, been trying to figure this out on my own for a few hours, so figured I’d come ask for help :sweat_smile:

I want to loop a timeline squash animation while sprinting. Then when I let go I want it to finish the loop and stop. The problem I have now is whenever I let go it sets the players scale value to whatever the frame stopped is. I want to ensure it stops at the end of the timeline so it’s always stopping at a scale of 1.

hi @SouthernShotty3D

You want a boolean value say “doStop”
this will be false to start with then when you call “StopSprint” instead of stopping the time line, set “doStop” to true.

inside your loop for the the animation, keep a track of what point the animation is at (not used timelines but is “Finished” a trigger for each end?), when the animation is complete check “doStop” and if its true trigger the stop action.

does that make sense?
make sure you also reset the “doStop” bool just before you actually stop the timeline

Stewart

Yeah, this is what I’ve been trying to do, but to no success. I probably have a node out of order or something. I’ll have to keep trying. Sounds like i’m on the right path.

Good stuff, definatley disconnect the sprintstop from the timeline stop and find a way to trigger the timeline stop when your animation completes

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