Lighting transition with the sequencer and blueprint

Hello, basic question from someone who has almost 0 knowledge of blueprint

I have a project where the character enters a cave from the oustide. I need to have the lighting change smoothly as the player enter the cave. I have animated the change inside a sequencer.

Inside my persistent level, i have two lighting level: one for the cave, and one for the zone just before the cave. I have a trigger at the entrance of the cave that is ‘supposed’ to start the animation inside the sequencer

I can’t find online how to transition between the two. I see how to do instantly (by hiding with a corridor for example) but I can’t find other ways. I’m not very good with blueprint. I have this setup right now

r/unrealengine - Lighting transition with the sequencer and triggerbox

but it doesn’t work. when the character walks inside the trigger nothing happens.

where am I supposed to put this ? in the level blueprint of the lighting 1 or 2 ? the “persitent” level blueprint ? What streaming mode should I put the lighting level 2 ? Blueprint ? always loaded ? i’m confused. I just want the sun to rotate and the fog to increase smoothly when the player walks past a trigger box. I also saw a node calle ‘load level instance’ but I don’t know if that could help

How do they do it in video games ?

thanks

Made a demo scene with an transition actor that will smoothly animate fog density, sun position & color

2 Likes

This is really awesome it looks great. So I guess now for slightly big world we shouldn’t use level anymore but world partition ? I need to review my whole project lol
I will learn your blueprint and see if I can fit my sequencer somewhere in there just in case. Thanks