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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.
| Name | UTimelineComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/TimelineComponent.h |
| Include Path | #include "Components/TimelineComponent.h" |
Syntax
UCLASS (MinimalAPI)
class UTimelineComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UTimelineComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UTimelineComponent
(
const FObjectInitializer& ObjectInitializer |
Components/TimelineComponent.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIgnoreTimeDilation | uint32 | True if global time dilation should be ignored by this timeline, false otherwise. | Components/TimelineComponent.h | |
| TheTimeline | FTimeline | The actual timeline structure | Components/TimelineComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddEvent
(
float Time, |
Add a callback event to the timeline | Components/TimelineComponent.h |
|
void AddInterpFloat
(
UCurveFloat* FloatCurve, |
Add a float interpolation to the timeline | Components/TimelineComponent.h |
|
void AddInterpFloat
(
UCurveFloat* FloatCurve, |
Components/TimelineComponent.h |
|
|
void AddInterpLinearColor
(
UCurveLinearColor* LinearColorCurve, |
Components/TimelineComponent.h |
|
|
void AddInterpLinearColor
(
UCurveLinearColor* LinearColorCurve, |
Add a linear color interpolation to the timeline | Components/TimelineComponent.h |
|
void AddInterpVector
(
UCurveVector* VectorCurve, |
Components/TimelineComponent.h |
|
|
void AddInterpVector
(
UCurveVector* VectorCurve, |
Add a vector interpolation to the timeline | Components/TimelineComponent.h |
|
void GetAllCurves
(
TSet< class UCurveBase* >& InOutCurves |
Get all curves used by the Timeline | Components/TimelineComponent.h | |
bool GetIgnoreTimeDilation() |
Get whether to ignore time dilation. | Components/TimelineComponent.h |
|
float GetPlaybackPosition() |
Get the current playback position of the Timeline | Components/TimelineComponent.h |
|
float GetPlayRate() |
Get the current play rate for this timeline | Components/TimelineComponent.h |
|
float GetScaledTimelineLength() |
Get length of the timeline divided by the play rate | Components/TimelineComponent.h |
|
float GetTimelineLength() |
Get length of the timeline | Components/TimelineComponent.h |
|
bool IsLooping() |
Get whether we are looping or not | Components/TimelineComponent.h |
|
bool IsPlaying() |
Get whether this timeline is playing or not. | Components/TimelineComponent.h |
|
bool IsReversing() |
Get whether we are reversing or not | Components/TimelineComponent.h |
|
void OnRep_Timeline
(
FTimeline& OldTimeline |
Components/TimelineComponent.h | ||
void Play() |
Start playback of timeline | Components/TimelineComponent.h |
|
void PlayFromStart() |
Start playback of timeline from the start | Components/TimelineComponent.h |
|
void Reverse() |
Start playback of timeline in reverse | Components/TimelineComponent.h |
|
void ReverseFromEnd() |
Start playback of timeline in reverse from the end | Components/TimelineComponent.h |
|
void SetDirectionPropertyName
(
FName DirectionPropertyName |
Set the delegate to call when timeline is finished | Components/TimelineComponent.h | |
void SetFloatCurve
(
UCurveFloat* NewFloatCurve, |
Update a certain float track's curve | Components/TimelineComponent.h |
|
void SetIgnoreTimeDilation
(
bool bNewIgnoreTimeDilation |
Set whether to ignore time dilation. | Components/TimelineComponent.h |
|
void SetLinearColorCurve
(
UCurveLinearColor* NewLinearColorCurve, |
Update a certain linear color track's curve | Components/TimelineComponent.h |
|
void SetLooping
(
bool bNewLooping |
True means we would loop, false means we should not. | Components/TimelineComponent.h |
|
void SetNewTime
(
float NewTime |
Set the new playback position time to use | Components/TimelineComponent.h |
|
void SetPlaybackPosition
(
float NewPosition, |
Jump to a position in the timeline. | Components/TimelineComponent.h |
|
void SetPlayRate
(
float NewRate |
Sets the new play rate for this timeline | Components/TimelineComponent.h |
|
void SetPropertySetObject
(
UObject* NewPropertySetObject |
Optionally provide an object to automatically update properties on | Components/TimelineComponent.h | |
void SetTimelineFinishedFunc
(
FOnTimelineEvent NewTimelineFinishedFunc |
Set the delegate to call when timeline is finished | Components/TimelineComponent.h |
|
void SetTimelineFinishedFunc
(
FOnTimelineEventStatic NewTimelineFinishedFunc |
Set the static delegate to call when timeline is finished | Components/TimelineComponent.h | |
void SetTimelineLength
(
float NewLength |
Set length of the timeline | Components/TimelineComponent.h |
|
void SetTimelineLengthMode
(
ETimelineLengthMode NewLengthMode |
Sets the length mode of the timeline | Components/TimelineComponent.h |
|
void SetTimelinePostUpdateFunc
(
FOnTimelineEvent NewTimelinePostUpdateFunc |
Set the delegate to call after each timeline tick | Components/TimelineComponent.h |
|
void SetVectorCurve
(
UCurveVector* NewVectorCurve, |
Update a certain vector track's curve | Components/TimelineComponent.h |
|
void Stop() |
Stop playback of timeline | Components/TimelineComponent.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. | Components/TimelineComponent.h | |
virtual void Deactivate() |
Deactivates the SceneComponent. | Components/TimelineComponent.h | |
virtual bool IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished | Components/TimelineComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | Components/TimelineComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsPostLoadThreadSafe() |
Components/TimelineComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UFunction * GetTimelineEventSignature() |
Get the signature function for Timeline event functions | Components/TimelineComponent.h | |
static UFunction * GetTimelineFloatSignature() |
Get the signature function for Timeline float functions | Components/TimelineComponent.h | |
static UFunction * GetTimelineLinearColorSignature() |
Get the signature function for Timeline linear color functions | Components/TimelineComponent.h | |
static ETimelineSigType GetTimelineSignatureForFunction
(
const UFunction* InFunc |
Get the signature type for a specified function | Components/TimelineComponent.h | |
static UFunction * GetTimelineVectorSignature() |
Get the signature function for Timeline vector functions | Components/TimelineComponent.h |