Hello everyone I am having some problems with the Timelines Function.I created multiple Coin Actors and use a Coin Index to control their visibility. When the coin with index 0 is destroyed, the remaining coins become visible and play a transition effect using a Timeline.
However, the issue is that during the Timeline animation, each coin only updates once and then stops updating, instead of continuously updating over time as expected.
Has anyone encountered a similar issue or knows what might be causing this?
In Timeline, connect the node to play from start instead of play,
Currently in your code, when “showcoins” is called timeline activates moves the scale value from 0->1 but when you call it again as the node is connected to the play it will start from where it is in the timeline graph, in your case its 1 which is why its looking like its not updating
I’ve found the root cause of the issue. It wasn’t a problem with the Timeline itself, but rather that I didn’t add a condition check to the coin’s destroy event. When the remaining coins appeared, they were immediately destroyed, which caused each coin to update only once.
Anyway, thank you for your time, and have a great day!
I’ve found the root cause of the issue. The problem wasn’t with the Timeline itself—I didn’t add a condition check to the coin’s destroy event. When the remaining coins appeared, they were immediately destroyed, which caused each coin to only execute one update.
However, each coin is running its own Timeline independently, rather than all coins sharing a single Timeline. Could this setup cause the Timelines to update in a synchronized or shared way?