Using UE5.1.
I have a main menu that has a fade out effect (image that covers the screen where I animate the render opacity). This happens when you click the ‘Play’ button. No problems there. I have a similar set up on the opening of the next level but I’m seeing a flash and the level before the fade in happens. This only happens in a standalone/built game, in editor it works perfectly. I’ve tried moving the creation of the widget/add to view port/play animation nodes to various places (level bp, player controller, game mode, game state) nothing seems to be working. Anyone have any ideas?
Just an idea and I’m not sure if it is possible for you:
- put the content of the level into a Data Layer (maybe not all content but only the lights that make the level visible is enough? so that loading the DL would be quicker after)
- add the widget to view first
- then manually loading that Data Layer
That worked! Loaded the lighting layer 0.1 second after begin play and all is well. Thanks!
We hit this problem after switching to manual spawning, and this become a problem although we had SetManualCameraFade to black before loading a level and even on level blueprint event BeginPlay.
We fixed this by creating our own Spectator Pawn and setting it as the default one in GameMode.
The only thing that spectator does is override the event OnBecomeViewTarget and fading the camera.
Creating a custom Spectator Pawn to override OnBecomeViewTarget and handle camera fading offers a tailored solution to address issues encountered during manual spawning after a level switch. This strategic fix showcases adaptability in game development for seamless transitions.
How can I get the camera from Spectator?