G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UTimelineComponent Class Reference

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. More...

Static Public Member Functions

Static Functions
static UTimelineComponent Get (const AActor Actor, FName WithName=NAME_None)
static UTimelineComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UTimelineComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UActorComponent
static UActorComponent Get (const AActor Actor, FName WithName=NAME_None)
static UActorComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UActorComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Components|Timeline

const float32 PlaybackPosition
 Get the current playback position of the Timeline.
float32 PlayRate
 Get the current play rate for this timeline.
const float32 ScaledTimelineLength
 Get length of the timeline divided by the play rate.
float32 TimelineLength
 Get length of the timeline.
bool IgnoreTimeDilation
 Get whether to ignore time dilation.
void SetFloatCurve (UCurveFloat NewFloatCurve, FName FloatTrackName)
 Update a certain float track's curve.
void AddInterpFloat (UCurveFloat FloatCurve, FOnTimelineFloat InterpFunc=FOnTimelineFloat(), FName PropertyName=NAME_None, FName TrackName=NAME_None)
 Add a float interpolation to the timeline.
void AddInterpLinearColor (UCurveLinearColor LinearColorCurve, FOnTimelineLinearColor InterpFunc=FOnTimelineLinearColor(), FName PropertyName=NAME_None, FName TrackName=NAME_None)
 Add a linear color interpolation to the timeline.
void AddInterpVector (UCurveVector VectorCurve, FOnTimelineVector InterpFunc=FOnTimelineVector(), FName PropertyName=NAME_None, FName TrackName=NAME_None)
 Add a vector interpolation to the timeline.
bool GetIgnoreTimeDilation () const
 Get whether to ignore time dilation.
float32 GetPlaybackPosition () const
 Get the current playback position of the Timeline.
float32 GetPlayRate () const
 Get the current play rate for this timeline.
float32 GetScaledTimelineLength () const
 Get length of the timeline divided by the play rate.
float32 GetTimelineLength () const
 Get length of the timeline.
bool IsLooping () const
 Get whether we are looping or not.
bool IsPlaying () const
 Get whether this timeline is playing or not.
bool IsReversing () const
 Get whether we are reversing or not.
void Play ()
 Start playback of timeline.
void PlayFromStart ()
 Start playback of timeline from the start.
void Reverse ()
 Start playback of timeline in reverse.
void ReverseFromEnd ()
 Start playback of timeline in reverse from the end.
void AddEvent (float32 Time, FOnTimelineEvent EventFunc=FOnTimelineEvent())
 Add a callback event to the timeline.
void SetIgnoreTimeDilation (bool bNewIgnoreTimeDilation)
 Set whether to ignore time dilation.
void SetLinearColorCurve (UCurveLinearColor NewLinearColorCurve, FName LinearColorTrackName)
 Update a certain linear color track's curve.
void SetLooping (bool bNewLooping)
 true means we would loop, false means we should not.
void SetNewTime (float32 NewTime)
 Set the new playback position time to use.
void SetPlaybackPosition (float32 NewPosition, bool bFireEvents, bool bFireUpdate=true)
 Jump to a position in the timeline.
void SetPlayRate (float32 NewRate)
 Sets the new play rate for this timeline.
void SetTimelineFinishedFunc (FOnTimelineEvent NewTimelineFinishedFunc=FOnTimelineEvent())
 Set the delegate to call when timeline is finished.
void SetTimelineLength (float32 NewLength)
 Set length of the timeline.
void SetTimelineLengthMode (ETimelineLengthMode NewLengthMode)
 Sets the length mode of the timeline.
void SetTimelinePostUpdateFunc (FOnTimelineEvent NewTimelinePostUpdateFunc=FOnTimelineEvent())
 Set the delegate to call after each timeline tick.
void SetVectorCurve (UCurveVector NewVectorCurve, FName VectorTrackName)
 Update a certain vector track's curve.
void Stop ()
 Stop playback of timeline.

Additional Inherited Members

Public Member Functions inherited from UActorComponent
void Tick (float32 DeltaSeconds)
 Event called every frame if tick is enabled.
EComponentCreationMethod GetComponentCreationMethod () const
void SetbIsEditorOnly (bool Value)
void EndPlay (EEndPlayReason EndPlayReason)
 Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
void BeginPlay ()
 Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
void MarkRenderStateDirty ()
bool HasBegunPlay () const
void SetbTickInEditor (bool Value)
bool IsVisualizationComponent () const
void SetIsVisualizationComponent (bool Value)
void AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds)
 Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
bool GetbReplicateUsingRegisteredSubObjectList () const
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
void SetbReplicateUsingRegisteredSubObjectList (bool Value)
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
bool GetbReplicates () const
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
void SetbReplicates (bool Value)
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
bool GetbAutoActivate () const
 Whether the component is activated at creation or must be explicitly activated.
void SetbAutoActivate (bool Value)
 Whether the component is activated at creation or must be explicitly activated.
void SetbEditableWhenInherited (bool Value)
 True if this component can be modified when it was inherited from a parent actor class.
void SetbCanEverAffectNavigation (bool Value)
 Whether this component can potentially influence navigation.
bool GetbIsEditorOnly () const
 If true, the component will be excluded from non-editor builds.
bool IsBeingDestroyed () const
 Returns whether the component is in the process of being destroyed.
void SetIsReplicated (bool ShouldReplicate)
 Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
void DestroyComponent (UObject Object)
 Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
bool ComponentHasTag (FName Tag) const
 See if this component contains the supplied tag.
AActor GetOwner () const
 Follow the Outer chain to get the AActor that 'Owns' this component.
void SetAutoActivate (bool bNewAutoActivate)
 Sets whether the component should be auto activate or not. Only safe during construction scripts.
bool IsActive () const
 Returns whether the component is active or not.
void ToggleActive ()
 Toggles the active state of the component.
void SetActive (bool bNewActive, bool bReset=false)
 Sets whether the component is active or not.
void Activate (bool bReset=false)
 Activates the SceneComponent, should be overridden by native child classes.
void Deactivate ()
 Deactivates the SceneComponent.
float32 GetComponentTickInterval () const
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
void AddTickPrerequisiteActor (AActor PrerequisiteActor)
 Make this component tick after PrerequisiteActor.
void AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Make this component tick after PrerequisiteComponent.
void RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Remove tick dependency on PrerequisiteComponent.
void SetTickableWhenPaused (bool bTickableWhenPaused)
 Sets whether this component can tick when paused.
bool IsComponentTickEnabled () const
 Returns whether this component has tick enabled or not.
void SetTickGroup (ETickingGroup NewTickGroup)
 Changes the ticking group for this component.
void RemoveTickPrerequisiteActor (AActor PrerequisiteActor)
 Remove tick dependency on PrerequisiteActor.
void SetComponentTickIntervalAndCooldown (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
void SetComponentTickInterval (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
void SetComponentTickEnabled (bool bEnabled)
 Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const
Public Attributes inherited from UActorComponent
bool bAutoActivate
 Whether the component is activated at creation or must be explicitly activated.
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the component.
TArray< TObjectPtr< UAssetUserData > > AssetUserDataEditorOnly
 Array of user data stored with the component.
bool bReplicates
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
FActorComponentTickFunction PrimaryComponentTick
 Main tick function for the Component.
bool bIsEditorOnly
 If true, the component will be excluded from non-editor builds.
bool bReplicateUsingRegisteredSubObjectList
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
TArray< FName > ComponentTags
 Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
const EComponentCreationMethod ComponentCreationMethod
const AActor Owner
 Follow the Outer chain to get the AActor that 'Owns' this component.
FActorComponentDeactivateSignature OnComponentDeactivated
 Called when the component has been deactivated.
FActorComponentActivatedSignature OnComponentActivated
 Called when the component has been activated, with parameter indicating if it was from a reset.
float32 ComponentTickInterval
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

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.

Member Function Documentation

◆ AddEvent()

void AddEvent ( float32 Time,
FOnTimelineEvent EventFunc = FOnTimelineEvent ( ) )

Add a callback event to the timeline.

◆ AddInterpFloat()

void AddInterpFloat ( UCurveFloat FloatCurve,
FOnTimelineFloat InterpFunc = FOnTimelineFloat ( ),
FName PropertyName = NAME_None,
FName TrackName = NAME_None )

Add a float interpolation to the timeline.

◆ AddInterpLinearColor()

void AddInterpLinearColor ( UCurveLinearColor LinearColorCurve,
FOnTimelineLinearColor InterpFunc = FOnTimelineLinearColor ( ),
FName PropertyName = NAME_None,
FName TrackName = NAME_None )

Add a linear color interpolation to the timeline.

◆ AddInterpVector()

void AddInterpVector ( UCurveVector VectorCurve,
FOnTimelineVector InterpFunc = FOnTimelineVector ( ),
FName PropertyName = NAME_None,
FName TrackName = NAME_None )

Add a vector interpolation to the timeline.

◆ Create()

UTimelineComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ Get()

UTimelineComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetIgnoreTimeDilation()

bool GetIgnoreTimeDilation ( ) const

Get whether to ignore time dilation.

◆ GetOrCreate()

UTimelineComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ GetPlaybackPosition()

float32 GetPlaybackPosition ( ) const

Get the current playback position of the Timeline.

◆ GetPlayRate()

float32 GetPlayRate ( ) const

Get the current play rate for this timeline.

◆ GetScaledTimelineLength()

float32 GetScaledTimelineLength ( ) const

Get length of the timeline divided by the play rate.

◆ GetTimelineLength()

float32 GetTimelineLength ( ) const

Get length of the timeline.

◆ IsLooping()

bool IsLooping ( ) const

Get whether we are looping or not.

◆ IsPlaying()

bool IsPlaying ( ) const

Get whether this timeline is playing or not.

◆ IsReversing()

bool IsReversing ( ) const

Get whether we are reversing or not.

◆ Play()

void Play ( )

Start playback of timeline.

◆ PlayFromStart()

void PlayFromStart ( )

Start playback of timeline from the start.

◆ Reverse()

void Reverse ( )

Start playback of timeline in reverse.

◆ ReverseFromEnd()

void ReverseFromEnd ( )

Start playback of timeline in reverse from the end.

◆ SetFloatCurve()

void SetFloatCurve ( UCurveFloat NewFloatCurve,
FName FloatTrackName )

Update a certain float track's curve.

◆ SetIgnoreTimeDilation()

void SetIgnoreTimeDilation ( bool bNewIgnoreTimeDilation)

Set whether to ignore time dilation.

◆ SetLinearColorCurve()

void SetLinearColorCurve ( UCurveLinearColor NewLinearColorCurve,
FName LinearColorTrackName )

Update a certain linear color track's curve.

◆ SetLooping()

void SetLooping ( bool bNewLooping)

true means we would loop, false means we should not.

◆ SetNewTime()

void SetNewTime ( float32 NewTime)

Set the new playback position time to use.

◆ SetPlaybackPosition()

void SetPlaybackPosition ( float32 NewPosition,
bool bFireEvents,
bool bFireUpdate = true )

Jump to a position in the timeline.

Parameters
bFireEventsIf true, event functions that are between current position and new playback position will fire.
bFireUpdateIf true, the update output exec will fire after setting the new playback position.

◆ SetPlayRate()

void SetPlayRate ( float32 NewRate)

Sets the new play rate for this timeline.

◆ SetTimelineFinishedFunc()

void SetTimelineFinishedFunc ( FOnTimelineEvent NewTimelineFinishedFunc = FOnTimelineEvent ( ))

Set the delegate to call when timeline is finished.

◆ SetTimelineLength()

void SetTimelineLength ( float32 NewLength)

Set length of the timeline.

◆ SetTimelineLengthMode()

void SetTimelineLengthMode ( ETimelineLengthMode NewLengthMode)

Sets the length mode of the timeline.

◆ SetTimelinePostUpdateFunc()

void SetTimelinePostUpdateFunc ( FOnTimelineEvent NewTimelinePostUpdateFunc = FOnTimelineEvent ( ))

Set the delegate to call after each timeline tick.

◆ SetVectorCurve()

void SetVectorCurve ( UCurveVector NewVectorCurve,
FName VectorTrackName )

Update a certain vector track's curve.

◆ StaticClass()

UClass StaticClass ( )
static

◆ Stop()

void Stop ( )

Stop playback of timeline.

Member Data Documentation

◆ IgnoreTimeDilation

bool IgnoreTimeDilation

Get whether to ignore time dilation.

◆ PlaybackPosition

const float32 PlaybackPosition

Get the current playback position of the Timeline.

◆ PlayRate

float32 PlayRate

Get the current play rate for this timeline.

◆ ScaledTimelineLength

const float32 ScaledTimelineLength

Get length of the timeline divided by the play rate.

◆ TimelineLength

float32 TimelineLength

Get length of the timeline.