Hi, my timeline is fired but it’s not doing anymore than one update. Whatever my keyframes value at time 0 is, it will be printed but nothing else from my timeline. It’s like only doing the first frame but no animation to any other existing frame that comes after time 0.
You’re running it on Tick? That would explain it. What triggers the TL? Also, you’ll get inconsistent interpolation results if you do not prepare the data before the TL starts.
I don’t really understand what you mean with “preparing the data” to be honest.
I tried it on Tick and even there it was just updated once and then never again. I should have gotten multiple prints with the float from my timeline track but I just got one. After that I went back into the BP and it said it was stopped at 0.00s.
I changed the gamemode back to the GameMode (which inherits from GameModeBase) and it worked.
Looks like my own GameMode did inherit from GameModeBase instead of GameMode which caused the TimeLine to stop at 0.00s. I have no idea why, i deleted my own gamemode and made a subclass from GameMode instead of GameModeBase and now it is working.
Otherwise you’ll be interpolating twice, which will be inconsistent. May look OK, but the data will not follow the curve inside the TL the way you think it will.
You should be using GameModeBase (are we doing multiplayer?), hard to imagine what could be causing the TL to pause like that.
I tried it on Tick and even there it was just updated once and then never again.
Should not be on Tick, for sure. Admittedly, this does sound funky indeed.
Ok I understand what you mean with preparing the data, before I was doing it on the fly while it was lerping already for A at least. Thank you, I did it before the lerping process and got a completely different result! Thank you so much.
I actually planned on making this multiplayer only, I have not implemented anything yet but it will definitely be multiplayer.
I still don’t know why it’s stopped tho and usually I used GameModeBase and not GameMode. I can go check my other project where it was working, maybe I have used GameModeBase there and my current project is just “bugged” or something.
So in a different project I had a gamemode that inherits from GameModeBase and a custom wheeled vehicle that uses TimeLine. There it does work, the timeline is not being stopped.
Then I don’t get why it was like this in my current project. Maybe the gamemode I created was just bugged in general? I’m gonna retry using a custom gamemode that inherits from GameModeBase not GameMode.
EDIT: Looks like it was my custom GameState but why?