Examples
These patterns illustrate how timeline elements can work together. Adapt IDs and instructions to the project’s own conventions.
Potion interaction
Section titled “Potion interaction”Create a Montage named Interact_Potion, assign the drinking animation, and author:
- a Notify named
SFX.CorkPopat15%; - a Window named
Buff.ApplyWindowfrom40%to75%; - a Notify named
VFX.Liquidat80%; and - a cancel Window from
85%to95%.
The source uses the point events for audio and particles, the range for the gameplay effect, and the final range to leave the recovery animation early.
Multi-stage loot chest
Section titled “Multi-stage loot chest”Create Interact_Chest_Loot and configure:
SFX.KeyTurnat15%for unlocking audio.- A Transform track from
20%to80%that rotates the lid by 90 degrees with an EaseInOut curve. VFX.LootSpawnat60%to instantiate the loot.- A cancel Window from
70%to90%for recovery interruption.
Dodge roll
Section titled “Dodge roll”- Add an
InvincibleWindow from0%to50%. - Set the project’s invincibility state when the Window opens.
- Clear that state when the Window closes.
- Add a locomotion cancel Window from
65%to100%.
The example expresses invincibility as Invincible = True. Connect that state to the Game Creator
variable, property, or module used by the project.
Interactive alignment
Section titled “Interactive alignment”- Add a Transform track from
0%to30%. - Target the Character root.
- Ease its position and orientation toward the interactable’s anchor.
- At
45%, fire a Notify that opens the door or advances the interaction.
Test interruption and restoration at the start, middle, and end of the Transform track.
Related reference
Section titled “Related reference”- Timeline Authoring explains each timeline element.
- Variables and Integration covers runtime targets.
- Best Practices covers naming and testability.

