Hello
I have this kind of situation - i am placing a “bomb” which fires 5 explosions in x and y directions , if player is at one of those lines - he should die. I think i did it a bit wrong , because i am spawning those explosions with “box” shapes , and testing collision of player with those boxes , and blueprint of “explosion” returns boolean value if collision happened.
In level blueprint i am checking that boolean and if it is true - we got a deadman ! Though i want to make some effects for that , like screen flashing red for a 0.001 of second. Can someone give me a hint please on how should i do it ?
Thanks !
You could try to do that do that with post-processing or you might find something in viewport related nodes
UPDATE, i just foudn there fade and fade color systems in PlayerCameraManager APIs, thru they are not marked as accessable thru blueprints… but that might be hint for you what to search 
Yes that is what i first thought about , though i cannot find a way to change post-process settings via blueprint , i cannot even find an object or function which will describe post process volume settings. As well as i cannot create blueprint with prost process volume inside (like a class). Can you describe please how to do it ?
I didnt play much with them my self yet, check post post process examples in content examples
Yeah i checked though there are no examples with blueprint and events involved…
UPDATE, i just foudn there fade and fade color systems in PlayerCameraManager APIs, thru they are not marked as accessable thru blueprints… but that might be hint for you what to search 
That’s a very interesting finding , thank you very much , i will check this one and if it is the one - i will accept that as answer. Thanks for help !
So i’ve tried the following thing : i’ve created actor “postprocessvulume” and exposed it settings , there i could make everything i need , and after short delay delete the spawned actor. Though i couldn’t start the game as UE suddenly exits
I have Intel HD4000 and seems that it is not enough for UE4… So sad.
This is working for me, I think it’s pretty simple. I just added one Post Processing setting to my existing camera, then used “Set Post Process Blend Weight” and a Timeline to fade it in and out. Also make sure your initial setting for the camera is 0.0 blended. Fade it to 1 and it appears, fade back to 0 and it’s gone.