UTimelineComponent

TimelineComponent holds a series of events, floats, vectors or colors with associated keyframes.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/TimelineComponent.h

Include

#include "Components/TimelineComponent.h"

Syntax

class UTimelineComponent : public UActorComponent

Remarks

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.

Constructors

Name Description

Public function

UTimelineComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddEvent

(
    float Time,
    FOnTimelineEvent EventFunc
)

Add a callback event to the timeline

Public function

void

 

AddInterpFloat

(
    UCurveFloat* FloatCurve,
    FOnTimelineFloat InterpFunc,
    FName PropertyName,
    FName TrackName
)

Add a float interpolation to the timeline

Public function

void

 

AddInterpLinearColor

(
    UCurveLinearColor* LinearColor...,
    FOnTimelineLinearColor InterpFunc,
    FName PropertyName,
    FName TrackName
)

Add a linear color interpolation to the timeline

Public function

void

 

AddInterpVector

(
    UCurveVector* VectorCurve,
    FOnTimelineVector InterpFunc,
    FName PropertyName,
    FName TrackName
)

Add a vector interpolation to the timeline

Public function Const

void

 

GetAllCurves

(
    TSet< class UCurveBase* >& In...
)

Get all curves used by the Timeline

Public function Const

bool

 

GetIgnoreTimeDilation()

Get whether to ignore time dilation.

Public function Const

float

 

GetPlaybackPosition()

Get the current playback position of the Timeline

Public function Const

float

 

GetPlayRate()

Get the current play rate for this timeline

Public function Static

UFunction &#...

 

GetTimelineEventSignature()

Get the signature function for Timeline event functions

Public function Static

UFunction &#...

 

GetTimelineFloatSignature()

Get the signature function for Timeline float functions

Public function Const

float

 

GetTimelineLength()

Get length of the timeline

Public function Static

UFunction &#...

 

GetTimelineLinearColorSignature()

Get the signature function for Timeline linear color functions

Public function Static

ETimelineSig...

 

GetTimelineSignatureForFunction

(
    const UFunction* InFunc
)

Get the signature type for a specified function

Public function Static

UFunction &#...

 

GetTimelineVectorSignature()

Get the signature function for Timeline vector functions

Public function Const

bool

 

IsLooping()

Get whether we are looping or not

Public function Const

bool

 

IsPlaying()

Get whether this timeline is playing or not.

Public function Const

bool

 

IsReversing()

Get whether we are reversing or not

Public function

void

 

OnRep_Timeline()

Public function

void

 

Play()

Start playback of timeline

Public function

void

 

PlayFromStart()

Start playback of timeline from the start

Public function

void

 

Reverse()

Start playback of timeline in reverse

Public function

void

 

ReverseFromEnd()

Start playback of timeline in reverse from the end

Public function

void

 

SetDirectionPropertyName

(
    FName DirectionPropertyName
)

Set the delegate to call when timeline is finished

Public function

void

 

SetFloatCurve

(
    UCurveFloat* NewFloatCurve,
    FName FloatTrackName
)

Update a certain float track's curve

Public function

void

 

SetIgnoreTimeDilation

(
    bool bNewIgnoreTimeDilation
)

Set whether to ignore time dilation.

Public function

void

 

SetLinearColorCurve

(
    UCurveLinearColor* NewLinearCo...,
    FName LinearColorTrackName
)

Update a certain linear color track's curve

Public function

void

 

SetLooping

(
    bool bNewLooping
)

True means we would loop, false means we should not.

Public function

void

 

SetNewTime

(
    float NewTime
)

Set the new playback position time to use

Public function

void

 

SetPlaybackPosition

(
    float NewPosition,
    bool bFireEvents,
    bool bFireUpdate
)

Jump to a position in the timeline.

Public function

void

 

SetPlayRate

(
    float NewRate
)

Sets the new play rate for this timeline

Public function

void

 

SetPropertySetObject

(
    UObject* NewPropertySetObject
)

Optionally provide an object to automatically update properties on

Public function

void

 

SetTimelineFinishedFunc

(
    FOnTimelineEvent NewTimelineFinishe...
)

Set the delegate to call when timeline is finished

Public function

void

 

SetTimelineFinishedFunc

(
    FOnTimelineEventStatic NewTimelineF...
)

Set the static delegate to call when timeline is finished

Public function

void

 

SetTimelineLength

(
    float NewLength
)

Set length of the timeline

Public function

void

 

SetTimelineLengthMode

(
    ETimelineLengthMode NewLengthMode
)

Sets the length mode of the timeline

Public function

void

 

SetTimelinePostUpdateFunc

(
    FOnTimelineEvent NewTimelinePostUpd...
)

Set the delegate to call after each timeline tick

Public function

void

 

SetVectorCurve

(
    UCurveVector* NewVectorCurve,
    FName VectorTrackName
)

Update a certain vector track's curve

Public function

void

 

Stop()

Stop playback of timeline

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

Activate

(
    bool bReset
)

Activates the SceneComponent, should be overridden by native child classes.

Public function Virtual

void

 

Deactivate()

Deactivates the SceneComponent.

Public function Virtual Const

bool

 

IsReadyForOwnerToAutoDestroy()

Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

IsPostLoadThreadSafe()

Called during async load to determine if PostLoad can be called on the loading thread.

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