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Controlling actor transparency via blueprint

So I have a blueprint that spawns some actors, and then after a delay destroys those actors. As it is now, the actor/mesh blinks into existence and then blinks away in an instant. I would like them to fade in and out of view via some kind of transparency control.

I could manage this by making a material parameter, and then assign that to the material's transparency channel and control it via blueprint- but I'm wondering if there is a simpler method. Is there any kind of blueprint function that can control a whole actor's visibility in this way (not just it's materials)? As far as I'm aware "set actor visibility" can only be set to 0 or 1, but I need a smooth transition between the two.

Thanks for your time.

Product Version: UE 4.10
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asked Jan 11 '16 at 09:06 PM in Blueprint Scripting

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There is no node capable of doing that, the opacity as far as i know has to be handled by materials.

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answered Jan 11 '16 at 11:21 PM

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avatar image hypersapien Jan 12 '16 at 05:29 AM

Thanks, kind of figured that might be the case.

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