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    <title>Ue on Alessandro Tironi, Gameplay Programmer</title>
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      <title>An async action to run Unreal Engine timelines everywhere</title>
      <link>https://alessandrotironigamedev.com/posts/2024/04/02/unreal-engine-timelines-from-everywhere/</link>
      <pubDate>Mon, 01 Apr 2024 09:30:45 +0100</pubDate>
      <guid>https://alessandrotironigamedev.com/posts/2024/04/02/unreal-engine-timelines-from-everywhere/</guid>
      <description>&lt;p&gt;Sooner or later, any Unreal Engine developer is destined to realize that those amazing blueprint utility tools named &lt;em&gt;Timelines&lt;/em&gt;, those magic pieces of software that allow them to execute asynchronous tasks driven by the evolution of a curve during a fixed time, cannot really be placed &lt;em&gt;anywhere&lt;/em&gt;. In fact, they can only be placed inside Actors: that&amp;rsquo;s because, under the hood, what we are really handling when dealing with Timelines are &lt;strong&gt;Timeline Components&lt;/strong&gt;, and a component can exist only as part of an Actor who has such component attached to itself. Anyway, the ability to define a blueprint piece of code that runs in a specified time and produces certain results according to a user-provided interpolation value is very useful and being restricted to define all our timelines in the Actor blueprint class is a pity. Fortunately, Unreal Engine provides plenty of tools for implementing such functionality anywhere in our blueprint code, but that requires some C++ coding to build.&lt;/p&gt;</description>
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