Is there a method in sequencer to crossfade between cameras?
I thought the fade track would handle this, but all it seems to be able to do is fade out the sequence.
I'm aware that this would cause a huge performance hit, but I'm willing to deal with the performance issues.
My use case is for VR I'm betting this will be especially complex because unreal will be adding the rotation of the hmd to two separate cameras during the fade.
asked Jul 21 '16 at 10:15 PM in Using UE4
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