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Fade in/out without Matinee?

I want to know if there is a way to create a Fade without using any Matinee tools and only using blueprint functions....it is possible?

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asked Nov 27 '14 at 09:01 PM in Blueprint Scripting

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Get the 'player camera manager' and then get the 'start camera fade'

Use the from and to alpha to set if it should fade in or fade out.

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fade.png (60.2 kB)
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answered Feb 15 '16 at 10:05 PM

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avatar image LDbalance Oct 24 '16 at 02:58 PM

Hi, I was trying to use this solution but in this case all the widgets are drawn on top of fade. Is there a way to make them "fade" with everything else?

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You could try using a post process material with a parameter that can drive the opacity, and set the base colour to black? Then you can create a timeline node and hook that up to the material instance's opacity parameter.

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answered Nov 27 '14 at 09:03 PM

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avatar image LitStudio Nov 27 '14 at 09:43 PM

Good :D I will try it later...

My first ideia was create a UMG black brush...then using a Timeline to drive the opacity color from Brush Color....but I didn't reach my objective...I will try to use a material with parameters next time

avatar image LitStudio Nov 30 '14 at 08:35 PM


avatar image aviel08 Jun 29 '15 at 12:34 PM

Hey Sand, could you please share how you did it? Thanks!

avatar image haruna Dec 18 '15 at 03:13 AM

I have a much much dirtier way:

Create sphere. Then, apply this material to it. Place the sphere is it completely surrounds your camera. Then, create a Dynamic Material Instance in the construction script.

Then, use an F Interp To to go smoothly change the opacity of the sphere from 1 to 0 or whatever you desire. Add a vector parameter and you can change the color as you fade! Have fun! alt text

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In my case I used an UMG Widget with black Image over the screen. From level blueprint I'm changing the alpha channel of it to make a fade in/out effect.

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answered Dec 18 '15 at 09:05 AM

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