Hi all,
I am currently working on a project where I want to implement a screen fade in\out when the user is teleporting. When I test it in the editor all works fine using the "Start Camera Fade " blueprint, but when I do a package build on the Quest 2 headset the camera fade is not working. I do not have the Mobile HDR feature enabled, due to performance reasons.
Thank you for your time and I wish you a plesent day / evening.
I use the Color scale node. I think I read somewhere Oculus recommends it.
I’m using the VR exspansion plugin so I use both, one for the Quest and one for testing on the desktop.
Clarifying that this solution from @Alh_n won’t work with the 4.27 XR implementation since it uses the “Set Color Scale and Offset” node from the Oculus Library, correct?
In this UE C++ API document, it says that the function SetColorScaleAndOffset is deprecated (for UE5.2).
In UE5.1, even though it is not mentioned as deprecated, still I am unable to use this function at all.
Need to include a OculusHMD module, but it won’t compile. Did as below (added the module name to the end: PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput", "UMG", "Niagara", "OculusHMD" });
Edit: Initially I also tried to make CameraFade, but after finishing with coding it turned out that it doesn’t work without MobileHDR enabled. Currently I am trying to achieve it with SetColorScaleAndOffset(). If it wouldn’t work I guess there are 4 more approaches worth trying:
Modify tint or some other parameter in post-process settings (through quest tonemapping to overcome MobileHDR requirement for the post-process effects)
Use level sequencer (though I am afraid of this one, since I need to clear/resume the fade depending on the application events, don’t know how difficult will it be to communicate with the level sequencer through C++).
Turns out with “r.Mobile.TonemapSubpass 1” and Oculus branch, CameraFade works without turning on MobileHDR. I think it is more logical to use Camera Fade (which is UE API) instead of SetColorScaleAndOffset (which is Oculus API).
@RafigRzayev When you build to device, do you see the camera fade working as expected? last I tested, I was having the fade work everywhere but the very center of the frame (leaving a little window into the view still rendered)