Overview (C++)
UTimelineComponent holds a series of events, floats, vectors or colors with their associated keyframes. They are inherited from UActorComponents
Timelines allow for time-based animation which are played from Events that can be triggered at keyframes along the timeline. They can be used to handle simple, non-cinematic tasks such as opening doors, altering lights, or performing other time-centric manipulations to Actors within a scene. They are similar to level sequences as they both provide values such as floats, vectors, and colors to be interpolated between keyframes along the timeline.
UTimelineComponents have robust methods that can be extended in native code, refer to the UTimelineComponent API reference for further documentation. If you would like to see examples on how to utilize Timeline Components in the engine, see one of the Timeline Example links in the section below.
/** Start playback of timeline */
UFUNCTION(BlueprintCallable, Category="Components|Timeline")
ENGINE_API void Play();
/** Start playback of timeline from the start */
UFUNCTION(BlueprintCallable, Category="Components|Timeline")
ENGINE_API void PlayFromStart();
/** Start playback of timeline in reverse */
UFUNCTION(BlueprintCallable, Category="Components|Timeline")
ENGINE_API void Reverse();
/** Start playback of timeline in reverse from the end */
UFUNCTION(BlueprintCallable, Category="Components|Timeline")
ENGINE_API void ReverseFromEnd();
/** Stop playback of timeline */
UFUNCTION(BlueprintCallable, Category="Components|Timeline")
ENGINE_API void Stop();
/** Set the new playback position time to use */
UFUNCTION(BlueprintCallable, Category="Components|Timeline")
ENGINE_API void SetNewTime(float NewTime);
/** Signature of function to handle a timeline 'event' */
FOnTimelineEvent OnUpdate();
FOnTimeLineEvent OnFinished();
FOnTimeLineEvent ExampleTimelineEventTrack();
/** Struct that contains one entry for each float interpolation */
FTimelineFloatTrack ExampleFloatTrack;
/** Struct that contains one entry for each vector interpolation */
FTimelineVectorTrack ExampleVectorTrack;
/** Enum data indicating the direction the Timeline is playing */
ETimelineDirection Direction;