For anyone who faced the same issue of the timeline not being able to reach the end value, I’ve discovered a workaround. Specifically for trying to accelerate the timeline, as creating a second tick is not too difficult.
So what I did is pretty simple:
Instead of using the timeline going from 0 to 1, then checking when it hits 1 and adding a second; what I do now is use real time seconds, truncate it into an integer, and then using a holder (set to a value of 0), I then compare the values.
When my Time Multiplier Preset is set to Real Time, it checks if there is a difference and then adds 1 to the “Sec Holder” thus allowing the process to loop and for there to always be a difference every second. If you don’t do this then it will return a value every single tick. Which brings us to how we can accelerate time. If we use this error, if we set the Time Multiplier Preset to “Minute = 1 Second” we are now getting a smooth value increase every tick (essentially milliseconds instead of seconds), the difference here is that I don’t add 1 after there is a difference therefore it will continues to find a difference every tick.
Hope this helps, if anyone had a similar issue!
EDIT/UPDATE: I found that using the error to get milliseconds results in a much faster time (faster than milliseconds) because it’s returning false every tick, which happens much more frequently.
The workaround is to do a similar setup as seconds, taking the fraction of seconds so that it is returning a 0 to 1 value regardless of where the second is at, then using that 0 to 1 value to lerp between 0 and 60 (59 in my case).
You’ll still need to add 1 to the millisec holder after the branch that checks for a difference. Oh also if your clock is like mine you’ll need to reset the millisec holder to 0 after every time increase. (i.e. if you’re doing a minute every second, once seconds hits 60(59) reset the holder assuming you are also resetting the seconds) This will ensure there is time when the holder does equal time returning false.