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Bug Report: ViewTarget with Blend, splitscreen, and Black screens

Hi Epic Maestros! Here's a bug for you guys:

I'm trying to have two different controllers/players, using split screen, both blend from their spawn camera to a couple of cameras in the level.

This works fine with a single screen/controller, but if you have split screen and ANY player hits a SetViewTarget node the entire screen will go black for the duration of the blend. When the 'blend' would have finished it then sets the viewtargets where they would have ended though.

It gets worse if you have three-way or four-way split screen--the black screen will never go away in those cases.

It's worth noting: -I'm using 4.4.0, with a brand new, completely empty, blueprint-only project, NOT derived from any game ("Shooter game", "Sidescroller", etc) -I'm directly getting the pawn's controller and then casting to my controller class for each pawn to ensure I'm not getting some controller id mistakes--im not using any GetPlayerController node. -this behavior happens both if you use the same target for all controllers OR if you use different cameras for each controller. -this behavior happens even with a 0.0 blend duration (it flickers black in the case of two screens, stays black with 3+) -this behavior happens both if multiple controllers or only a single controller hits the node. The black-screen affects ALL players/screens. -Just for kicks I tested to see if the camera is temporarily set to 0,0,0 by using some random emissive materials placed around there, thinking maybe there was some odd initialization thing. No dice.


Product Version: Not Selected
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asked Aug 25 '14 at 08:28 PM in Bug Reports

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avatar image TJ V ♦♦ STAFF Dec 11 '14 at 07:35 PM

Hi blankslatejoe,

I'm sorry that you didn't get a response to your report.

Have you tested this issue in the most current engine version (4.6.0)? If the issue is still present, please let us know and we will try to help you find a solution.



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Hi blankslatejoe,

We haven't heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you're still experiencing this issue, please feel free to post back here with additional information.



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answered Dec 17 '14 at 03:00 PM

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