Hello! we are trying to make the swap between levels a little bit smotthier.
We tried this tutorial:
Its definitely not working for us, so we tried to do it in a blank project.
The curious thing is if you try in the first person example it works perfectly for a while… but when you save and close and then reopen it will never work again… even if we build, compile, reset the tutorial again or whatever… just never gona work again… obviously not just there… it wont work even going in viewport, launching, packaging and playing in the mobile device… everything we try is useless…
The tutorial is a good starting point, though I find it a bit easier to split the fade into two sequences. I create a FadeOut sequence that transitions from 0 to 1 on the fade track and a FadeIn sequence that transitions from 1 to 0. Then, you can add them into your level and wire it up to play before and after changing levels. Here’s an example:
I’m just reloading the same level here when the ‘K’ key is pressed, but you could copy the functionality into all of your levels so that they would handle the fade in and fade out appropriately.
There’s a bug that will be fixed in 4.13 where the default fade value wasn’t always being reset between sequencer shots, but I don’t think that would affect you when you’re loading a new level. If you’re still having trouble, let me know and I’ll investigate further.
I mean, there is no error message so in theory it shall be working but when i hit play i dont see any fade effect.
I blueprinted the K function to the same level too but its also not working… it does the reload of the level but there is no fade in and fade out.
I did the fade effect playing at 30fps and i added 2 events:
-The first one in the frame 0, with a fade value set in 1.0
-The second one on the frame 60 (2 seconds) with a fade value set to 0.0
The “get lenght” component works because when i hit the K button, it takes 2 seconds before reload the level but the fading efect is not rendering…
My project is a first person game ready for Virtual reality and optimized for the samsung gear VR. I though that could be the problem, so i tried to do the same you asked in a first person example blank project ( the one that appears when you create a new project ) and, as i said in the main theme… it works just the first times! then you save project, exit and reopen and its gone forever… even trying to package the project in the first attempt without closing it it still doesnt work… Im stuck on this.
Do you happen to have the box for Mobile HDR unchecked? You can find that in Project Settings->Engine->Rendering. If it’s unchecked, try checking it and restarting the engine. There’s currently a bug (UE-32073) that prevents fade tracks from playing properly if Mobile HDR is disabled.
If that isn’t the problem, let me know about any settings that may differ from the default engine settings and I’ll keep digging. If perhaps you’ve disabled mobile HDR to hit the performance target you need for the Gear VR, I can help you come up with a workaround until a fix is in place.
Yes i had the HDR box unchecked because in the unreal docs it was said due terms of optimization.
When i check the mobile HDR it works fine in the preview viewport, but when i package the project and test it in the GearVR… The left eye gets disabled… and half of the right one too… its crazy but real!!
I have to say that the half part of the right eye that was enabled did the fade effect perfectly… but u know… xD i need both eyes to work.
I was able to reproduce the issue with 3/4 of the screen rendering black, looks like it’s fixed by disabling mobile HDR! Since that will break the sequencer fade, I’d suggest continuing to use UMG for the fade animations.