Fading screen to red and damage
I have this kind of situation - i am placing a "bomb" which fires 5 explosions in x and y directions , if player is at one of those lines - he should die. I think i did it a bit wrong , because i am spawning those explosions with "box" shapes , and testing collision of player with those boxes , and blueprint of "explosion" returns boolean value if collision happened.
In level blueprint i am checking that boolean and if it is true - we got a deadman ! Though i want to make some effects for that , like screen flashing red for a 0.001 of second. Can someone give me a hint please on how should i do it ?
asked Apr 12 '14 at 11:50 PM in Blueprint Scripting
You could try to do that do that with post-processing or you might find something in viewport related nodes
UPDATE, i just foudn there fade and fade color systems in PlayerCameraManager APIs, thru they are not marked as accessable thru blueprints.... but that might be hint for you what to search :)
This is working for me, I think it's pretty simple. I just added one Post Processing setting to my existing camera, then used "Set Post Process Blend Weight" and a Timeline to fade it in and out. Also make sure your initial setting for the camera is 0.0 blended. Fade it to 1 and it appears, fade back to 0 and it's gone.
answered Jun 16 '16 at 11:10 PM
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