Sorry for the delay. I did spend some extra time on the material, which makes it a bit simpler.
Set your Material Domain to: User Widget
Blend Mode to: Translucent
First of all, I can confirm that everything is exactly the same between Unreal 4 and 5 versions.
As for the Widget and Screen Resolution, you need to set the anchors to entire screen and remove all offset. This will then stretch the image to fit entire game window/screen.
Here a new graph material. Should be straight forward to understand as I simplified it a bit. I do use Named Reroute nodes to make this more readable (Grid Base / Square Pattern). Every other node can be easily found and is commonly used inside material.
In your Grid Base you define how many squares you want your material to have. My default is 60,34 (X/Y = R/G). We use Component Mask because we only need these two values. We use this Vector Parameter just for that, we do not need the Blue and Alpha channels, hence the mask. This is a parameter so you can easily make changes on the Material Instance.
The chain ending with Square Pattern, is what’s making everything appear the way it does (even squares), you can skip some nodes and try things out or use preview node tool to see exactly what each step does (Change Fade Progress Value from 0 to say .33 or .55, 1 is max for effect to be visible).
Last part leading to Opacity is what’s controlling the transition from translucent to opaque. We use the widget blueprint animation to drive the value of Fade Progress which is combined with a value for each square (cell). Each cells has a different value assigned to it and that is what produces the effect of randomness. It’s not entirely random, the effect will be the same every time you play it, unless you change the texture.
I did realize that you need a texture that doesn’t have any white and black spots, otherwise the math will break and that part of the screen will be either full black or fully translucent.
Ideal textures would be rubber texture from ue4 or even grass. You can play around with a texture that has say a circle with gradient in the middle and everything around it is full black. This should produce effect similar to this.
Also a texture with gradient going vertically produces a nice effect.
(This is after fade effect finished (I run it backwards at start of the game).
Don’t forget to create a material instance from the finished material and make sure to apply it to the widget in designer.
Widget blueprint code is exactly the same, please refer to screenshot from earlier post.
Sorry but I’m not going to stick this in a project, that is something you will need to do yourself.
If you’re struggling to find nodes, hit me up on DM and I will list all of them. Deal?