Unreal Engine Tip #15 Timelines #unrealengine #ue5 #gamedev #indiedev

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This is pretty simple, but in some cases I'd rather use some math, like Sin or Cos equation and plug them into the alpha of a Lerp node

emile
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you are a legend, finally watching shorts makes sense

SinanAkkoyun
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Isnt there a mov rot component? IT does the same😊

younlink
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bro need a longer video or do you have another video that used this, thanks! also what happens with the coin object is destroyed?

jephrennaicker
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Is this heavy on performance and if the object is culled I assume the timeline doesn’t start correct?

LegendaryFinalHero
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Do not animate coins like this, anything that moves the geometry is horrible on performance. Do this in shader graph instead.

TheKwiji
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Can I reuse Timeline1 at another part of the code. E.g. when Timeline1 runs, does it become an Instance copy, and thus a Timeline1_1 is still at point 0 when original Timeline1 has already started and is at point 1?

The purpose is so that I dont have to copy/paste Timelines, to reduce how many are in my BP - if I can use the same Template of a Timeline that makes copies of itself if triggered by Event 1 vs Event 2 - and the Timeline instances stay independent?

kenalpha
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Question1: I see this in an Event graph. Can this work in a Control Rig construction script? Question 2: Can a curve described in the video, drive an integer value in a Dynamic Material Instance?

hotsauce
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bro for petes sake dont use the annoying girl voice on unreal tutorial, leave it tiktokers please dear gawd

Jsfilmz
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You'd do far better to rotate objects like this with a vertex animation.

Chris-jozr