Why Timeline's Finished output is a bit delay?

Hi,

I made a very simple animation with Timeline and need to execute something when the animation is done, I found its finished output delay a bit. Why? Thank you!

2 Likes

It’s the length that dictates when the TL finishes:

258508-capture.png

What’s yours set to? Looks OK judging by the attached pic but worth double checking. What’s the delay?

If you want to send a single execution pulse before the TL has finished, you can always add an Event Track.

1 Like

Thank you very much for your quick help.
The delay I mean is that the Finished output executed another action was not immediately after the animation, there is a bit lag. And I also set the Length as same as the animation curve. Thanks!

There should be no delay. By executed another action do you mean the Print String here? Under normal circumstances, it should fire immediately. Is this not what you’re experiencing?


One thing I’d change about your setup is the way you feed Lerp’s A with Get Actor Location - you’re introducing additional interpolation here since you’re also setting this object’s transform in the same frame. It may not matter in this case but it will give you an inconsistent transition.

Consider creating another variable for the start position before the timeline kicks in, the same way you already do it for the Jump Pad location. This way, the animation takes alpha and alpha only into account.

Here’s what I mean:

Image from Gyazo

This unintended interpolation might be source of the perceived delay you’re seeing - in fact, there’s no delay but the fast object is moving imperceptibly slow at the end of the track.

2 Likes

It is done! Thank you so much :slight_smile:

Im still having a delay issue similar to this
UnrealEditor_sICOBSaqwf