![]() ![]() I easily got this system working in both programs that way. In After Effects there’s a direct “valueAtTime(time)” expression or in Nuke you just type “variablename(time)”. ![]() I am wondering why this is so hard to implement and now it seems it’s not possible at all. It compiled successfully, but Unreal crashes in the same way when I hit Play. That’s why it crashed when compiling the blueprint - it got triggered immediately.Īs a test I hooked it up to an Event Begin Play. This way it can update with changing the Sequencer timeslider. I forgot to mention that the node will be triggered in the Construction Script. Is Evaluate using and internal array that is faulty in some way? When I remove the Evaluate-line the crash doesn’t occur, so I think the rest of the script is OK. When I put the node in a Blueprint though, Unreal crashes when I compile it:Īssertion failed: (Index >= 0) & (Index < ArrayNum) Array index out of bounds: 0 from an array of size -109292494 Evaluate seems to be exactly what I need! ![]() I implemented those lines and it builds successfully. Partitioning applications onto their own execution nodes ensures protection at the application level. Int32 FrameNumber = 0 // the frame to evaluate the curve atīool Success = Channel.Evaluate(FFrameTime(FrameNumber), Value) INtime application binaries run natively on either INtime for Windows or INtime®Distributed RTOSfor exible deployments on today’s powerful multi-core PC hosts. If you have the float section, you maybe could evaluate it withĬonst FMovieSceneFloatChannel& Channel = FloatSection->GetChannel() UMoveSceneFloatSection has a GetChannel() member and in the channel (FMovieSceneFloatChannel) has Evaluate(FFrameTime InTime, float& OutValue). Hyak, Washington State Ferries oldest vessel, is marking its 50-year milestone this year.According to Washington State Ferries. ![]()
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