im looking for a way to fade the screen to black and also the audio.
i tried StartCameraFade and it works great, but it doesnt affect the UI obviously. so im wondering if its somehow possible to cast the viewport to a PlayerCameraManager and pass it to StartCameraFade? or is there a better way to fade out the screen and the audio?
i know there are a lot of ways how to fade to black, but i havent found any other method that simultaneously fades out the audio.
If you use a level sequence, you can make a fade out very easily. This is done as a post process effect, so it should appear on top of everything. I’m not sure if you can directly fade out all audio from a sequence, but if not, you can always have an event or a float value that is driven by the sequence that tells a related actor to fade the volume out.
unfortunately, the sequencer doesnt affect the UI either. unless there is an obvious setting that i somehow missed.
i could simply put a border-widget on top of everything and animate it. but im wondering if thats really my only solution to this problem.
as for the sound, i could use SetSoundMixClassOverride. but then i would have to reset the volume whenever i change the level. StartCameraFade does this automatically. as soon as i load a new level, everything goes back to normal, which is pretty cool. do you know by any chance if there is any other way to fade out the sound, that behaves the same way?
Then it sounds like the border-widget will be your solution. Wherever you call the fade event from will want to send a similar event to the widget to begin the animation.
As for sound, I’m not very familiar with Unreal’s default sounds (we usually use Wwise). If there is a way to modify a Master Volume or even the volume of a collection of sounds, then you can adjust the volume over time to gradually fade out. You may want to make a Blueprint to manage some of these fades all in one place.