unreal engine timeline function

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once


#include "Curves/CurveFloat.h"
#include "Components/TimelineComponent.h"
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "StundeCount.generated.h"

UCLASS()
class ZWEIPROJEKT_API AStundeCount : public AActor
{
    GENERATED_BODY()
    
public:    
    // Sets default values for this actor's properties
    AStundeCount();
    
    UPROPERTY(VisibleAnywhere)
    UCurveFloat* DoorCurve;

    UPROPERTY(VisibleAnywhere)
    UTimelineComponent* DoorTimeline;


protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;

    UFUNCTION()
    void OnDoorCurveFloat(float val);
    
    FOnTimelineFloat InterpFunction{};
};













// Fill out your copyright notice in the Description page of Project Settings.


#include "StundeCount.h"
#include "Engine/Engine.h"
#include "UObject/ConstructorHelpers.h"
#include "Kismet/KismetMathLibrary.h"
// Sets default values
AStundeCount::AStundeCount()
{
     // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    static ConstructorHelpers::FObjectFinder<UCurveFloat> DoorCurveAsset(TEXT("/Game/objects/DoorCurve"));
    if(DoorCurveAsset.Succeeded())
    {
        DoorCurve = DoorCurveAsset.Object;
    }

    InterpFunction.BindUFunction(this, FName{ TEXT("OnDoorCurveFloat") });

    DoorTimeline = CreateDefaultSubobject<UTimelineComponent>(TEXT("DoorTimeline"));
    DoorTimeline->AddInterpFloat(DoorCurve, InterpFunction);
}

// Called when the game starts or when spawned
void AStundeCount::BeginPlay()
{
    Super::BeginPlay();
    DoorTimeline->Play();
}

// Called every frame
void AStundeCount::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
}

void AStundeCount::OnDoorCurveFloat(float val)
{
    //float CurveValue = val;
    float LerpVal = UKismetMathLibrary::Lerp(0,100,val);
    UE_LOG(LogTemp,Warning,TEXT("the value is: %f"), val);

    //GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor(255, 0, 0), TEXT("pos is: %f"), val);
}




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