how do I fade a Translucent refractive material?

Hi, The problem I’m having only seams to happen with refractive materials, I have a heat haze effect which consists of a material applied to a plain in front of the camera. I want the material or the plain visibility to fade over time using a time line in the level blueprint, but the refraction when set multiplied by 0 still is present on the material and is refracting in a weird way in the level. I don’t really want to change the refraction settings I just want it to fade the whole material. is their a way to drive the alpha of the entire material or reduce the visibility of an actor in the scene gradually over time without doing it through the material?

Here are my attempts so far:

this one is the base material I’m trying to fade

Hear a switch to using material attributes and tried to blend the heat haze material with an empty material using a scalar parameter to drive the alpha but nothing appeared in the level when the alpha was 1 or 0

I then tried the same thing but converted the material into a material function to blend with a material function with no properties. Again nothing showed up in the level on the actor that the material was applied to

I also tried using an alpha offset but I’m not quite sure what it does. Before any of this i tried multiplying the refraction by 0 and lerping with 0 but got weird results, it seams to change the refraction but not give 0 refraction.

any help would be appreciated, I think I might be on the right track with the layer blends but something is going wrong. It might be easier if there is a way to do this without manipulating the material and just changing the visibility of the actor but I have only ever used set visibility which seams to be on or off.

No-refraction value is 1, so you’ll need to fade it from whatever value you have to 1. To reduce visibility of the material all you need is to fade the opacity value to 0 over time.

Thanks allot, I didn’t realize that no refraction =1. I presumed it would be 0 which was causing weird negative refraction I suppose. I’ve fixed the issue now, thanks