I noticed that, when I have an existing Timeline in a blueprint, that I can set its “Play Rate” right from the “Begin Play” event node just fine. Everything works.
IF i use that very same “Set Play Rate” node, and move that into a Function that will fire from the Begin Play event node, the Timeline Component reference used returns “none” and the play rate node doesn’t update. This in turn, seems to prevent the use of the node “Play from Start” since its using another Component reference to the same Timeline, thus, the Timeline never plays via this way.
I checked the Timeline itself and it works fine when i used a custom event, which will manually trigger “Play from Start”. So, the Timeline itself doesn’t break, but all the “Component” to it seems to become corrupted.
In the above image, The bottom three “Set Play Rate” nodes work, as their references to the Timelines properly exist.
- Move Block, Position Block, Sink Block are 3 different timelines used
When the execution from Event BeginPlay is connected to the Function “Begin Play Setup” instead, which has the exact copy of the 3 “Set Play Rate” nodes and component references, the reference to the Timelines show up as “none”. and, I feel, becomes corrupt.
can anyone verify this?