unreal.TimelineComponent
¶
- class unreal.TimelineComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
TimelineComponent holds a series of events, floats, vectors or colors with associated keyframes. Events can be triggered at keyframes along the timeline. Floats, vectors, and colors are interpolated between keyframes along the timeline.
C++ Source:
Module: Engine
File: TimelineComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- get_scaled_timeline_length() float ¶
Get length of the timeline divided by the play rate
- Return type:
- set_float_curve(new_float_curve, float_track_name) None ¶
Update a certain float track’s curve
- Parameters:
new_float_curve (CurveFloat) –
float_track_name (Name) –
- set_ignore_time_dilation(new_ignore_time_dilation) None ¶
Set whether to ignore time dilation.
- Parameters:
new_ignore_time_dilation (bool) –
- set_linear_color_curve(new_linear_color_curve, linear_color_track_name) None ¶
Update a certain linear color track’s curve
- Parameters:
new_linear_color_curve (CurveLinearColor) –
linear_color_track_name (Name) –
- set_looping(new_looping) None ¶
true means we would loop, false means we should not.
- Parameters:
new_looping (bool) –
- set_new_time(new_time) None ¶
Set the new playback position time to use
- Parameters:
new_time (float) –
- set_play_rate(new_rate) None ¶
Sets the new play rate for this timeline
- Parameters:
new_rate (float) –
- set_playback_position(new_position, fire_events, fire_update=True) None ¶
Jump to a position in the timeline.
- set_timeline_length_mode(new_length_mode) None ¶
Sets the length mode of the timeline
- Parameters:
new_length_mode (TimelineLengthMode) –
- set_vector_curve(new_vector_curve, vector_track_name) None ¶
Update a certain vector track’s curve
- Parameters:
new_vector_curve (CurveVector) –
vector_track_name (Name) –