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Examples

These patterns illustrate how timeline elements can work together. Adapt IDs and instructions to the project’s own conventions.

Create a Montage named Interact_Potion, assign the drinking animation, and author:

  1. a Notify named SFX.CorkPop at 15%;
  2. a Window named Buff.ApplyWindow from 40% to 75%;
  3. a Notify named VFX.Liquid at 80%; and
  4. a cancel Window from 85% to 95%.

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.

Create Interact_Chest_Loot and configure:

  1. SFX.KeyTurn at 15% for unlocking audio.
  2. A Transform track from 20% to 80% that rotates the lid by 90 degrees with an EaseInOut curve.
  3. VFX.LootSpawn at 60% to instantiate the loot.
  4. A cancel Window from 70% to 90% for recovery interruption.
  • Add an Invincible Window from 0% to 50%.
  • Set the project’s invincibility state when the Window opens.
  • Clear that state when the Window closes.
  • Add a locomotion cancel Window from 65% to 100%.

The example expresses invincibility as Invincible = True. Connect that state to the Game Creator variable, property, or module used by the project.

  • Add a Transform track from 0% to 30%.
  • 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.