Fade in/out without Matinee?

I want to know if there is a way to create a Fade without using any Matinee tools and only using blueprint functions…it is possible?

You could try using a post process material with a parameter that can drive the opacity, and set the base colour to black?
Then you can create a timeline node and hook that up to the material instance’s opacity parameter.

Good :smiley: I will try it later…

My first ideia was create a UMG black brush…then using a Timeline to drive the opacity color from Brush Color…but I didn’t reach my objective…I will try to use a material with parameters next time

THANKS :smiley: IT WORKS

Hey Sand, could you please share how you did it?
Thanks!

I have a much much dirtier way:

Create sphere. Then, apply this material to it. Place the sphere is it completely surrounds your camera.
Then, create a Dynamic Material Instance in the construction script.

Then, use an F Interp To to go smoothly change the opacity of the sphere from 1 to 0 or whatever you desire.
Add a vector parameter and you can change the color as you fade! Have fun!
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In my case I used an UMG Widget with black Image over the screen. From level blueprint I’m changing the alpha channel of it to make a fade in/out effect.

Get the ‘player camera manager’ and then get the ‘start camera fade’

Use the from and to alpha to set if it should fade in or fade out.

78684-fade.png

Hi, I was trying to use this solution but in this case all the widgets are drawn on top of fade. Is there a way to make them “fade” with everything else?

This is by far the best and most timeless way of doing it. So slick! I remember wasting hours upon hours to create complicated logical flows with widget creations and destructions and animations. I think most people don’t even know about this solution yet.