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Timelines in Actor Components!

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    [FEATURE REQUEST] Timelines in Actor Components!

    The title says it all. This seems like a relatively small request, and could save me and probably many others a lot of time.

    https://answers.unrealengine.com/que...timelines.html

    Sorry if this was already out there somewhere, I couldn't find a request for it, other than in the question above.

    Thanks!

    #2
    Is it bad to bump your own request, to get acknowledged by epic? I would just like to know how to get this 'enhancement' (maybe break/fix) onto someone's list.... It is currently NOT POSSIBLE to put a Timeline into the event graph of an Actor Component. You can have Delays.... but no Timelines.

    Here's why it's important to get timelines working in actor components: if you want to have a modular enemy move system, the natural choice is actor components. I used an actor component for a drag-and-drop enemy shooting system. It would be great to be able to do the same thing with the movement system.... If you want your enemies to move based on a timeline, that timeline should be IN the movement Actor Component. Right now we have to do weird workarounds to keep the timeline in another bp/class and pull from there, as opposed to just having the timeline in the graph where it's being used.

    Anyways i hope i'm not the only person doing this. Anyone out there care about this? haha

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      #3
      no it isn't. two years later, still no timeline in actor component. it creates somewhat problematic situation for me.

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        #4
        Timeline is UActorComponent itself. I'd safely assume that you never gonna get the ability to put one component into another

        Try using curve assets in your scripts. I know, there's no firing events there

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          #5
          Originally posted by Cheshire Dev View Post
          Timeline is UActorComponent itself. I'd safely assume that you never gonna get the ability to put one component into another

          Try using curve assets in your scripts. I know, there's no firing events there
          Actually at its core timelines are structs. The component implementation is for blueprints but you can use an FTimeline inside a component if you do it in C++.

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            #6
            Hello, for anyone who has the same question, in c++, you can actually have the pointer to the timeline component, all callback functions and the creation and all the setup code within another actor component, all you have to do is create it within BeginPlay of the other component, using NewObject with owning actor as owner, and register it, and you can also tick the timeline from components tick.
            It will essentially live on the owning actor but get created and accessed thought the other actor component.
            I wanted to encapsulate all code into components and it seems like a quick workaround.

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