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Fade to White out of Widget Menu ?

Hello !

I am currently working on a small game and have been setting up my "main menu". It currently is based on a UE4.5 Widget system containing a background and two buttons. Everything seems to work fine up to that point.

It gets complicated when I try and create the event for my first button : "Play". The event's goal is simple : I wish to load the first level. Problems arise when I try and fade the screen to white before loading the level !

I played around with a few things and figured out that my best bet is to call a function with a timeline from somewhere else (I've set it up on my HUD blueprint).

So I added a "border" on top of my widget and set it with a material. The material is set up to use a parameter from a collection as its opacity. I then timeline the parameter from my HUD and it should fade in... it doesn't. Actually, it seems translucent materials don't work at all here...

Image : FadeToWhite Here's the whole thing as I currently have it... Note : The material is currently on Additive and Unlit. But I tried Translucent as well. To no avail.

Does anyone have an idea of how to achieve this ? (I tried Post-Processing, but it doesn't affect menus :/)

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asked Nov 02 '14 at 11:34 PM in Blueprint Scripting

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AlphaGamma
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I figured it out !

I had simply not seen the "Animations" editor at the bottom. And, if anyone is having problems with their white turning grey when animated, don't use an "image", use a "border". It should work better.

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answered Dec 03 '14 at 02:06 PM

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AlphaGamma
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