Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
22 results for Timeline
Timeline is a special node — NOT a function call. Create by right-click → Add Timeline. Add float/vector/color tracks in the editor. Exec inputs: 'Play', 'PlayFromStart', 'Stop', 'Reverse', 'ReverseFromEnd', 'Set New Time'. Exec outputs: 'Update' (fires every frame while playing) and 'Finished'. Data output per track is named after the track. 'Direction' is ETimelineDirection enum.
TimelineUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: Variables StartLocation(Vector), EndLocation(Vector). BeginPlay: SET StartLocation=GetActorLocation. Timeline MoveTimeline(Alpha 0→1 over Duration). Trigger overlap/button press → Play Timeline. Timeline Update: VLerp(StartLocation, EndLocation, Alpha) → SetActorLocation(Self, Result, bSweep=true). Finished: Delay → Reverse Timeline.
Pattern: Door actor with BoxTrigger, DoorMesh, Timeline(Alpha 0→1 over 1s). BeginOverlap → PlayFromStart(Timeline). EndOverlap → Reverse(Timeline). Timeline Update: Lerp(ClosedRotation, OpenRotation, Alpha) → SetRelativeRotation(DoorMesh). For sliding: Lerp locations instead of rotations.
Variables: StartRotation (Rotator), EndRotation (Rotator), bIsOpen (bool). Add Timeline node with a float track 'Alpha' (curve from 0.0 to 1.0, duration 1.0s). Overlap trigger → Branch(bIsOpen) → False: Timeline.Play → Update: RLerp(A=StartRotation,B=EndRotation,Alpha=Alpha) → SetActorRotation → Finished: SetVariable(bIsOpen=true). True: Timeline.Reverse → Update: same RLerp → Finished: SetVariable(bIsOpen=false). Key Timeline pins: Play exec input opens forward. Reverse plays backward. Update fires every frame. Finished fires when complete. Alpha track outputs 'Alpha' float.
Pattern: Variables bCanDash(bool)=true, DashDistance(float)=1000, DashDuration(float)=0.2. Input → Branch(bCanDash) → SET bCanDash=false → GetActorForwardVector → Multiply(Forward, DashDistance) → Timeline(0→1 over DashDuration) → Update: VLerp(StartLoc, StartLoc+DashOffset, Alpha) → SetActorLocation. Finished → Delay(CooldownTime) → SET bCanDash=true.
Linear interpolation — returns A when Alpha=0, B when Alpha=1, and a smooth blend in between. Pair with Timeline for animation.
Pattern: Variables RegenRate(float)=5.0, RegenDelay(float)=3.0, RegenTimerHandle. On damage received: ClearTimer(RegenTimerHandle) → SET timer(RegenDelay, RegenTick, looping=true). RegenTick function: Branch(Health < MaxHealth) → True: SET Health = FClamp(Health + RegenRate*DeltaSeconds, 0, MaxHealth). False: ClearTimer.
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Get Time SecondsUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago