This document contains an overview of Timelines in Unreal Engine 4 Blueprints.



Timeline nodes are special nodes within Blueprints that allow for simple time-based animation to be quickly designed and played back based on in-game events. Timelines are somewhat like simple Matinee sequences in that they allow simple values to be animated and events to be fired off over time. These can be edited directly inside the Blueprint editor by Double-clicking on the Timeline in the Graph tab or in the My Blueprint tab. They are specifically built for handling simple, non-cinematic tasks such as opening doors, altering lights, or performing other time-centric manipulations to Actors within a scene.

Inputs and Outputs


Timelines come with the following input and output pins:



Input Pins


Causes the Timeline to play forward from its current time.

Play from Start

Causes the Timeline to play forward from the beginning.


Freezes the playback of the Timeline at the current time.


Plays the Timeline backwards from its current time.

Reverse from End

Plays the Timeline backwards starting from the end.

Set New Time

Sets the current time to the value set (or input) in the New Time input.

New Time

This data pin takes a float value representing time in seconds, to which the Timeline can jump when the Set New Time input is called.

Output Pins


Outputs an execution signal as soon as the Timeline is called.


Outputs an execution signal when playback ends. This is not triggered by the Stop function.


Outputs enum data indicating the direction the Timeline is playing.

Timelines may have any number of additional output data pins reflecting the types of tracks created within them. These include Float, Vector, and Event tracks.

Timeline Examples

Select Skin

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