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Sequencer Fade track mobile (android)

I've created a sequencer fade track to fade my levels in and out when they load. Everything looks good in the default preview window but when I do mobile preview or load the apk onto the phone there are no fades, it just seems to ignore them.

Are fade tracks not supported on mobile/android? Specifically I'm building a Gear VR project so I'm limited to ES2 quality. Or is there a tweak I need to make to the project settings to get that to work? Failing that is there a non sequencer alternative?

Product Version: UE 4.15
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asked Apr 06 '17 at 09:42 PM in Using UE4

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rustbucket1971
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3 answers: sort voted first

I figured out how to do a "full screen" fade on Gear VR, you have to use a UMG widget with an image that covers the entire screen. If you follow the umg method from the link below you can fade!

https://forums.unrealengine.com/showthread.php?79871-Transitions-and-Loading-Screen-between-maps

How you want to initialize that fade is up to you but the easiest route for me was to just add the widget to the viewport and fire the animation at the event construct node in the graph.

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answered Apr 16 '17 at 06:34 PM

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rustbucket1971
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I'm not sure about your situation in particular, but I know there's a bug where the fade track does not work if Edit>Project Settings>Engine>Rendering : Mobile HDR is disabled. Can you try toggling it on and see if that fixes your problem?

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answered Apr 07 '17 at 12:35 AM

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Max.Chen STAFF
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Yup, that seems to be the right solution. Unfortunately Gear VR does not work with mobile HDR at the moment so I'm out of luck with any type of fading solution (also tried fading the player camera).

I'll just have to come up with a different way to present things vs fading in/out.

Thanks again for your answer!

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answered Apr 07 '17 at 03:01 PM

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rustbucket1971
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