UTimelineComponents には、ネイティブコードで拡張できる堅牢なメソッドがあります。詳細については、UTimelineComponent API リファレンスを参照してください。エンジンでタイムライン コンポーネントを使用する方法の例を確認するには、以下のセクションのタイムラインの例に関するリンクを参照してください。
ExampleTimeline.h
/** 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;