In example below calling “Set New Time” from Timeline, “Update” will be called once too:
Log output:
LogBlueprintUserMessages: [BP_Timeline_143] Forward | 0.0
Note, there’s no “------” in log output.
In example below calling “Set New Time” from Timeline, “Update” will be called once too:
Log output:
LogBlueprintUserMessages: [BP_Timeline_143] Forward | 0.0
Note, there’s no “------” in log output.
You don’t understand. I don’t want to “Update” event triggered when no any “Play” events activated. But in example, “Set New Time” will call “Update” once. As I think, It should only set new time for timeline.
Ye, I know. but behavior in example acts like a bug.
…making sure that your starting point is in the correct place…
If “New time” is set, Alpha would be value for last point for “New time” in timeline graph when “Update” fired… It’s not a start point.
… why would you set it when you don’t want it to fire?
To set another time. and then (when needed) to call play. Why I have to make custom boolean value just for case when “Set New time” has been called and check it in “Update” event?
look… i’m not here to argue XD i’ll just redirect you to an answer from a member of the epic staff, who clearly states that this is not a bug and it is working perfectly as intended
i was simply trying to explain why this is NOT a bug
if you don’t trust me you will trust him
Ok. I understand.
Plug the event into Play from start and if you want you can open the timeline and set it too be in loop
Oh srry i missunderstood. Then you can just use a boolean i guess. Set it only when you actually want the timeline to update. Untile then leave a branch there with the bool plugged in the condition.
it’s acting as intended. When you set new time the timeline is making sure that your starting point is in the correct place so it’s gonna fire once. Point is: why would you set it when you don’t want it to fire?