thank you so much a lot of tutorials out there didn't work for me except this thank you again
@naserjnealhouti52893 жыл бұрын
Thank you so much for covering the multiple time line events. Will definitely use this video as reference to create more complex game mechanics.
@ternimater2009Ай бұрын
This works perfectly! Thanks a lot!
@ВладШипилов-ц5п2 жыл бұрын
THANK YOU VERY MUCH This video is what I was looking for
@naserjnealhouti52893 жыл бұрын
Great video! I was wondering why you use MainTimeline - > Reverse ( ). In the else statement for the finished event function 11:25
@GeorgePence3 жыл бұрын
The call to Reverse() is to essentially make it so the timeline will constantly loop. It will get to the end, then Reverse(), and then when it gets back to playback position of 0.0, it will play again, repeating the whole timeline.
@KathiresanHemanth8 ай бұрын
thanks for making this vide
@WeirdGoat7 ай бұрын
Nice video! Is this way still valid in UE 5.3? Thanks!
@KathiresanHemanth8 ай бұрын
thanks a lot mate
@KJP_DS Жыл бұрын
Thanks a lot
@SurviveOnlyStrong Жыл бұрын
thanks
@Noctxas978 ай бұрын
Great video. I'm struggling with multiple outputs but using an input action. In my case, I wanna use a crouch action and each float value does its own logic. So I was trying to replicate this adapting it to the input action. Nothing for now...any idea? Thx! PD: Obviusly the logic is in the Character class.
@GeorgePence8 ай бұрын
So you mean that you want the timeline to trigger when you press the crouch input, and then it outputs multiple values for things? The only thing that I would say is needed to change with this setup is to put the timeline start function inside the crouch function, or is there more to what you need to do than that?
@Noctxas978 ай бұрын
@@GeorgePence I think KZbin deleted my comment because I was sharing a link to another video. It was a realistic crouching effect in blueprints and I wanted to replicate it in C++ for understanding better my goal with all of this. I answered you 2 times xD Anyway, indeed. The point is, I already have my crouching action working using a timeline but for example, my crouching action is basically a reduction of the character’s capsule height when I triggered the left control, so at the same time I wanna implement two more curves modifying the pitch and yaw of the camera. Is that possible setting up it with this? I tried but still nothing found a solution. Again, thank you!
@GeorgePence8 ай бұрын
@@Noctxas97Yeah it definitely is. My approach for that would be to create a dedicated timeline just for camera movement, and then do some experimentation with making it move between the pitch/yaw values you want when you trigger the timeline, and simply call that at the same time the crouch input is received. I think the challenge will be getting the values/motion correct for the camera more than having it trigger when crouching.
@KongGPatG Жыл бұрын
What happens if i use two diffrent time curve? (ex. one curve's time is 1 and the other is 2)
@GeorgePence Жыл бұрын
You can do that with no problem. That's what I tried to show starting around 14:50, how to use multiple curves with one timeline.
@Nitrohedge218 ай бұрын
Hey man, don't know if you'll reply to this but is it possible to play the timeline inside a function rather than begin play?
@Nitrohedge218 ай бұрын
I got it working. Really appreciate the video! You helped me a LOT :)
@RiccardoBocci Жыл бұрын
which font are you using?
@GeorgePence Жыл бұрын
For this video I was using a font called PragmataPro, but I find that it's too narrow/busy for coding nowadays. But here's the link: fsd.it/shop/fonts/pragmatapro/