Hey, I’m trying to achieve a similar effect as this [Mini Tutorial] Camera Crossfade, which will just be used for a pre- rendered cutscene, it doesnt have to work in real time.
I was struggling to follow this or find a more recent tutorial as some settings are different in UE 5. (there’s one for “Before Tonemapping” in blendable location which just doesn’t exist in UE 5.4.)
I have a scenecapturecomponent2D on the first camera which is capturing the render target.
The render target material which looks like this, is on the post processing material slot of the second camera that i want to fade into from the first camera.
I can’t get the render target to display on the second camera.
If this is the best method any help would be greatly appreciated, if there is another way that would also be great. My understanding of materials is limited so please, dumb things down.
‘Before Tonemapping’ didn’t disappear, it was renamed. In UE 5.4 the Material Blendable Location enum is: Scene Color Before DOF, Scene Color After DOF, Translucency After DOF, SSR Input, Scene Color Before Bloom, Scene Color After Bloom, Replacing the Tonemapper, Post Tonemapping Before Gamma, View Final Output. What old tutorials call ‘Before Tonemapping’ is now Scene Color After Bloom (or Replacing the Tonemapper if you want full control).
For the crossfade itself:
SceneCapture2D on camera 1: set Capture Source to Final Color (LDR) if you blend late (Post Tonemapping Before Gamma), or SceneColor (HDR) in RGB if you blend at Scene Color After Bloom. FOV and aspect ratio must exactly match camera 2 or the fade will slide.
The material sampling the render target: set Material Domain = Post Process, and add it to camera 2 via Post Process Settings → Material Blendable (Add Blendable) — not the material slot of the camera, the blendable array.
Drive the alpha with a scalar collection parameter or just animate a Scalar Parameter on the material instance from the level sequence — with a pre-rendered cutscene you can keyframe it directly in Sequencer on the material instance.
Since this is pre-rendered, simplest robust route: render both cameras as separate image sequences in Movie Render Queue and do the crossfade in the edit — zero engine edge cases, and you get proper AA/high-res per camera.