# How to stay faded when joining a dedicated server?

**URL:** <https://forums.unrealengine.com/t/how-to-stay-faded-when-joining-a-dedicated-server/489794>\
**Category:** Cinematics & Media\
**Tags:** joining-session, unreal-engine, fade, question\
**Created:** [October 12, 2021, 4:45pm UTC](https://forums.unrealengine.com/t/how-to-stay-faded-when-joining-a-dedicated-server/489794 "2021-10-12T16:45:38Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Dave.Roberts2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dave.Roberts2](https://forums.unrealengine.com/u/Dave.Roberts2)\
**Post date:** [October 12, 2021, 4:45pm UTC](https://forums.unrealengine.com/t/how-to-stay-faded-when-joining-a-dedicated-server/489794/1 "2021-10-12T16:45:38Z")

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Hi, I’m having trouble creating a clean flow for the use when they join a dedicated server. I fade out to black, but when I do the client travel to IP it seems like the fade level is being disregarded and I see the level load in rather than be hidden by a black fade.

I do a set manual camera fade just before the client travel but it doesn’t seem to stick.

What am I missing?

Thanks,  
DR

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**Author:** ![Dave.Roberts2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dave.Roberts2](https://forums.unrealengine.com/u/Dave.Roberts2)\
**Post date:** [October 16, 2021, 7:10pm UTC](https://forums.unrealengine.com/t/how-to-stay-faded-when-joining-a-dedicated-server/489794/2 "2021-10-16T19:10:04Z")

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A little more info – I’ve tried a fullscreen widget (loading screen style), but that just gets destroyed when the world is deleted in preparation for the new world as specified by the server. I have yet to find where to intercept and either fade or put up the widget again before a semi constructed world shows for a frame or two.
