I’ve been trying to get my scene to fade in and out from black, however, it just does not work. I’ve attempted using matinee and using a fade track, as well as using fade nodes in the level blueprint to no avail. The sound fades appropriately, but the screen does not.
This happens in both PIE as well as standalone. In the level blueprint, I am using the Start Camera Fade plugged into the event begin play node. Standard camera manager. No errors occur during compile or when I play the scene.
I should also mention that the end goal is to have a vehicle pawn auto possess the player character(0), basically he wakes up in the car. However, even bypassing the possess neither the screen fade via playercameramanager nor matinee works.
I’ll try doing the fade in a new project and see if that works - clean third person works, so something is wrong here.
After reviewing all of the blueprints and cameras and world settings, it came down to project settings. If bloom is disabled in Project Settings → Rendering → Default Postprocessing Settings, the screen will not fade. I’ll file a bug report.
After a fresh Windows installation (format C:\ with a new UE 4.13.1 download compared to updating from 4.13.0 before) I have the same issue. Any updates here? Setting the bloom intensity to 0.0 in the PostProcessVolume has the same effect as turning it off in the project settings. As a temporary fix I have to enable bloom and set the intensity to 0.000001.