I have a telekinesis spell in my game, it functions like Half-Life 2’s physics gun.
I would like to make the grabbed object to become transparent. I know how to do it by changing its material, but my question is, is there any way to do it without changing the object’s material (which most often is BLEND_Opaque)?
I tried hiding/un-hiding the mesh in the Tick event, but it’s not fast enough to look nice.
While the Opaque Blend Mode will not allow you to get the type of quick fade out you are looking for you can use the Masked Blend Mode and a setup like below to do a faux fade out:
Here is all you would need in the Opacity Mask Channel:
Hi, I am using UE 4.8 and this is the error I got after using using this with the opacity mask: undeclared identifier ‘output parameters’. Did you just connect this whole thing to the opacity mask?
Yes, that setup is plugged directly into Opacity Mask and then I use the Scalar Parameter in a Material Instance to drive the fade you see in the GIF above. Can you take a screenshot of your material setup including your Material Attributes Detail panel and I can take a look to see if anything obvious stands out.
Could be better if you create a Material Instance from the Actor´s Material, create a Material Expresson constant, with value 1, and make it as a param of the Material Instance.
In you blueprint, just change the value as you need, could be using a timeline for example.