Hello Unreal Devs,
I’m looking for a way to make a fade in, fade out to white without the use of matinee nor blueprints.
If someone has done so and could show me an exemple, it would be appreciated.
Cheers!
Hello Unreal Devs,
I’m looking for a way to make a fade in, fade out to white without the use of matinee nor blueprints.
If someone has done so and could show me an exemple, it would be appreciated.
Cheers!
You need to look into slate and draw directly to the canvas, filling the screen with pixels and animating it over time. We had the same issue and this was the way we solved it. I can’t give you any code snippets, but this should give you a direction to look in.
Could an alternative be to parent a poly plane under the camera, positioned in front of it, and animate a shader from transparent to black?
Yes it would work but you then have to ensure to match the size of the poly with the camera size too, and you will not be able to fade your HUD and menu elements which you would I guess when you load a map.
What moss said regarding the polyplane. It was actually our first choice for solving the camera fade, but as mentioned, it does not affect the UI. It is also harder to use and too easy to break in multiple scenarios.
I’m using my own GameViewPort client class which ensures that the fade is on top of everything else.
Interesting, I thought having screen aligned quad will also affect GUI elements. Are you sure this is not the case?
If you just draw the quad in your 3D view it will be rendered under the UI. The order would be similar to: 3D -> HUD Canvas -> UGM -> ViewportClient :: PostRender, the HUD comes with a debug canvas which I’m not sure right where that would lie in the chain though.
Just checked the engine code and the Debug Canvas and stats come after then PostRender, so thats really nice
Post Process effect/material could be made to look way nicer and be super flexible too, again you’d have to hide the HUD.
Post Process effect/material could be made to look way nicer and be super flexible too, again you’d have to hide the HUD.
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Do you have an exemple on how to use the Post Process Effects?
x1 google search
PP effects could be nice to make a cool fading effect, but yes you first want to fade the whole HUD out I guess to avoid any strange popping.