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Tracing timeline position - is it possible?

Hello and greetings everyone! :smiley:
Is it possible to trace timeline position and relate that position in to another timeline so the second one can start playing from point where the first one ended? :slight_smile:

you might want to check animation noify.

Maybe this:
I’m pressing a button, timeline executes, when I release the button timeline not just stops but execute to the end and then stops. How to do that and is it even possible?
For the details, I’m setting up camera bob, everything works fine but when I’m slowly tapping “move” button I get this stupid camera “bounce” because timeline everytime is ending in different position and when I start walking it starts from preffered 64.
How to fix that? :open_mouth:

Version 1:
9d508aa4c878bf342c271b2cfe456f2b28a7169b.jpeg

Version 2:
457c0f18eb2075035cde7717743b74f519bd7efa.jpeg

  1. No :frowning:

  2. You approach for bobing is to weird.:confused:

Hmmm… I was following this tutorial. In few different threads they reffer in to that one. :eek:
https://answers.unrealengine.com/questions/27955/how-to-set-up-a-basic-camera-bob.html
Is there any easier/practical way to do that? I’ll be glad for any pointers. :slight_smile:

I assume you don’t want to use the Finished output, so have you tried using an Event track?

  1. Add Event track (!+).
  2. Give it a name so it becomes editable.
  3. Right click and add key to where you want the event to happen. I don’t know if it matters, but I ensure the value on the key is always set to 1. (you never know)

Your Timeline now has a new pin, in the Event Graph, with the Event track name. You should be able to use this pin to start your next timeline.

Here’s an example with a cube that spins, when it changes direction it tells a ball to bounce, which in turn explodes on impact. I couldn’t think of anything easier to show. :stuck_out_tongue:

f7b4a6fc2586bcc5502c5cfab086ae15509f75bb.jpeg
Click on the image again after it pops up. You can then zoom in and see the blueprint.

Edit*
Ignore my weird comment “Bounce which explodes on bounce”. Should be “Ball which explodes on bounce”. :stuck_out_tongue:

Hmmm… but it’s starts from a specify part of timeline and I want to “track” current position (it has 2 sec lenght, it’s looping while I’m moving, I’m releasing button and now it gets stop position and starts another timeline with the same one (position :P)).

OR:

Maybe I should track not the timeline itself but Player camera position (Set Relative Location)? :open_mouth:

I haven’t tried this, but looks like it should work.

43d6e9cfc0795bdbe119b1bb87cfbf3668a19c28.png

Edit*
Ooops, you do of course need to activate the Set New Time input. It is possible you need to use the Sequence Node for this.

Thanks Mate! I used this and it worked nice! :slight_smile:

One more question, is it possible to implement more Set New Time and New Time nodes? I would like to connect these ^ with those:

Why dont you use Camera Shake instead of all this?

I guess you could. I may misunderstand, but maybe all you need is a shared variable for storing which timeline you are jumping from and get time from it.

Jacky may be right about using Camera Shake instead though.

That exactly what I want. Problem is I don’t have first idea how to bite this.
I looked at this Camera Shake but I get the same “camera bounce” after quickly pressing different movement button (forward, backward, strafe, run, crouch etc.). I finally got rid off it by using method with timeline, I have almost everything set up and working. One last thing to solve is this stupid “bounce”…