For now, it seems that the visibility track of the sequencer (same as for Matinee) is measured as a boolean value (hidden/visible). Is it possible to get this value expressed by a float instead ? This way, any actor in the sequence could be faded with a lot accurency.
I know that we can animate the opacity channel of a material for example but it is not always possible such for materials that get clear coat shading model (car paint,…)
If this not exists, could it be planned in the future (added on the UE4 roadmap) ?
Bumping,…any answer ?