You do it in the character blueprint.
You can see in my pictures that the character is actually called “Third Person Character Replayable” which is a custom blueprint, but I dropped the code into the default “Third Person Character” and it still worked. Your code looks just like mine, so I don’t know what the problem is.
Edit: found some slight differences:
- The weight on “Make Weighted Blendable” is set to -1.0, but it should be 1.0. Also, make sure the material domain for that material is set to “Post Process”. Here’s the material graph.
- You don’t have a “Do Once” node in the “Phase Start” event. This shouldn’t be a problem, but just pointing it out. It’s there so you don’t start multiple phases at the same time.
I was just going of the Apex Legends example. For the silhouette characters the show during the phase (which are apparently other phasers), you would use the event dispatcher on those, as well. They would just be actors that are placed randomly around the player, and when you phase, they become visible.
If you need to phase a lot things other than just characters, you may want to use Level Streaming to add onto or replace the current level. This game does something similar: How The Medium uses next-gen technology to deliver dual-layered horror - Unreal Engine, but you explore both worlds at the same time. It’s an extreme example, but for you, you would use level streaming to have both levels loaded, and switch their visibility to go from one dimension to the other.
It’s just a modified version of the “P_Ambient_Dust” particle effect from the starter content. If you want a smoke trail, you just make one and change the particle to that. There are some default smoke particles in the starter content.
No problem.