Triggering events over long periods of time

Hi,

I’m making an installation with UE4 that is going to play for 2 weeks. There won’t be any player interaction, all of the events will need to be triggered by a timer blueprint. The events will consist of material changes, objects appearing and disappearing, pretty simple stuff. What’s the optimum method for triggering events over such a long time? What kind of blueprint structure should I use?

In the past I’ve used Cryengine to achieve this with a ‘within range’ setup. I was counting seconds from BeginPlay. Conditional nodes were checking to see if the time was within range for “animation1” and if true, it would play. I had specified a set of “within range” nodes for different animations. It worked, but with the timer updating every frame I spammed the console so much it ended up laggy as hell after a week or so.

Any help or insight would be greatly appreciated!
I’m reading as much documentation as possible about the timer nodes but sometimes it helps to have an expert’s advice.

Thanks

Hey Pauldolan!

I’ve read it over and it seems like you want to not have a players interaction and just play a sort of scene video with timed events.

The Engine has a way to do this. It’s called Matinee(Which will soon be replaced by sequencer). Sequencer isn’t fully released yet however it’s available in the engine already and i highly suggest you use this(Matinee or sequencer) for what you’d like to create.

Here’s a bit of info on sequencer: Epic Games "State of Unreal" Opening Session | GDC 2016 Event Coverage | Unreal Engine - YouTube

Sequencer looks amazing! I’m checking it out now. Thanks for the info.

No problem, let me know if you run in any issues!