Use of TIMELINE in UE4
Time-dependent functionality is often required in UE4, such as completing an action over a period of time, playing an animation, or simply delaying the execution of functions by adjusting the order in which events are executed. One useful function in the UE4 blueprint built-in function that perfectly addresses these needs is Timeline.
Start with the event node
field | paraphrase |
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Play | Play starts from the start point of the Timeline and ends at the end point of the Timeline. After that, the Timeline function becomes invalid. That is, when the Play node is triggered for the second time, no time will run. If Timeline is triggered again during a function run, it continues to run from the trigger point until the end of time, with the repeated trigger providing only a brief interruption. |
Play from Start | When Play from Start is triggered, it runs from the initial point in time of the Timeline, but when the node is triggered again, the time is reset to run from the initial point in time, indicating that the Timeline function can be reused. |
Stop | Triggering a Stop makes sense, and Timeline is suspended, but subsequent functions that use the Update node can still run, as well as those that use the Finished node |
Reverse | Reverse and Play work the same way, but execute from the end point to the start point |
Reverse from End | Similar to the correlation between Play and Reverse, Reverse from End and Play from Start have the same functions, but in Reverse chronological order |
Set New Time | This object is used to reset the length of the Timeline. It is not required to be set externally unless the Timeline is used in a variety of environments, such as when you only need to intercept a portion of the Timeline to perform a specific function |
Update | The Update node causes subsequent functions to connect to the Timeline function to execute consecutively within the Timeline period |
Finished | The function connecting to Finished is executed after the Timeline time ends |
Double-click to open the Timeline function to design the function internally
The four buttons in the upper left corner Respectively corresponding to the four time trajectory, the first is the floating point trajectory, function relatively single, used to adjust the size of the numerical common functions such as making a floating point value curve changes over time, such as a role in the injury of life value is not a uniform reduction, but decrease with time faster and faster, You can do that with floating point curves.
This is a floating point curve that has been rounded (hold down shift to add a time node) and can be seen in the output node, which is connected to the variable that needs to be changed.
The second button is to create the vector curve. The vector curve has three values to be set respectively, namely the x, y and Z values of coordinates. In order to avoid confusion, the display of the other two values can be closed when setting a certain value
Nodes that appear after the vector curve is set serve as vector changes within the Timeline period and can be used as object movement.
The third button creates an event node that fires subsequent functions at a specified time, equivalent to a Delay
The fourth button is used to create the color curve, resulting in a linear color structure that can store multiple color values and change successively over the Timeline time