How can I achieve something like what you see in the video above with UE4? (fade in/out with black, death fade with red; preferably without using post process at all - needs to be really cheap on mobile)
P.S. Could be a regular unlit material of the give color, that renders in-front of scene (in the sense of sorting).
Make a UMG widget that is fully filled with a color and create an animation on the alpha to go from 0 to 1 to fade out, and another animation from 1 to 0 to fade in. Then just spawn the UMG widget when ever you want to fade in/out. Also adjust the UMG Z depth to make sure it renders on top of the rest of the UI as well (if desired).
Normally that would be best done in a post process material, but those are not available on mobile. Instead either a UMG widget or a plane in front of the camera will have to be used instead. The material itself can be super simple, here’s an example, simply animate the visibility from 0 to one to get the fade:
Alright, when I set Visibility parm to 0, I still see noise If I set it to any negative value, then I get 100 transparency, so to speak. I am not sure how to make it where Visibility parm varies from 1 to 0 and brings red from fully opaque to fully masked (“transparent”)
EDIT: Never mind. I tweaked noise texture so there are no 255, 255, 255 color and now it works fine.
One thing for sure - to make it pixel perfect (like in Wolf3D), I’d need to make a noise image of native resolution (which is non-power of 2) and that’s not a good thing. Is there a procedural (and super fast) noise material function in UE4 that I could use instead of image ?