How to create a screen fade in UE4, UE5 Without MobileHDR / All Platforms including Quest 1 and 2
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- Опубликовано: 8 сен 2024
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► Description
How to set up screen fade in UE4 and UE5 without Mobile HDR.
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If you're new to VR and want to get started with Oculus Quest development, I recommend watching these videos first.
1. Installing UE4 from Source code (contains more up to date Quest features)
• Installing UE4 4.25 fr...
2. Installing Android Studio (Required to create Oculus Quest projects in UE4.25+)
• Installing Android Stu...
3. My Oculus Quest 1 Settings (These are different to the Quest 2)
• My Oculus Quest 4.25 B...
4. My Oculus Quest 2 Settings
• Quest 2 Settings You S...
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PC SPECS:
► RTX 2070 Super
► I9-9900K
► 32GB Ram
► 2TB SSD
Equipment
► Keyboard: HyperX Alloy Origins
► Mouse: Anker® Ergonomic Optical USB Wired Vertical Mouse
► Mic: Trust GXT 232
► WebCam: Jelly Comb
► Screen: AOC I2367fh 23-inch LED x 2
► Headset 1: Oculus Quest 128GB
► Headset 2: Oculus Rift + Motion Controllers
► Headset 2: Oculus Quest 2
► Graphics Tablet: Wacom Cintiq 13hd
Your tutorials have helped me more than anything else in my VR journey on Unreal. I've struggle with this little gem for a day until I found this vid. Thanks a million.
Glad I could help!
"...And I just crashed Unreal" ~Most Relatable Guy Ever
Thank you! At first I was struggling on get this work because it faded to black but it didn´t get back to scene, until I realised that I was creating one sphere to fade to color and another to fade to scene, when I needed to reference the same sphere instead.
Great Tutorial! I like it when you forget "things" bc the following explanation makes more sense 👏
When you explain things that seems to click I appreciate you taking the time to make this tutorial
I currently use the "Set Color Scale and Offset" node for all my fade effects but sadly the color offset doesn't work on the quest, having this is a life changer. Thanks for the tutorial.
That's how it can typically be done but does require Mobile HDR. And is why it no longer works on quest
Hi Jonathan! It's Lewis- from the Event today! Thanks for the inspiration you gave! I'm gonna tinker with UE5 tonight at some point, hopefully things work out this time 🙂
Another cool idea for a video is smooth aim/controller. Some shooters have it to stop the jittering and make aiming smoother with less shake :)
finish the video: Oh wait I just noticed that this was the wrong method, let´s start again 🤣
Just joking, great video!
hi thanks for the help but i have a question , when i use the node with EVENT BEGIN PLAY to fade to Screen
after this when i play the game, character pawn begins to fly,bumping unreason
Bro i don't know what's wrong with your recording set up but it's really hard to read properly, are u using a 4k monitor? Btw great tutorial, i found it very helpful, keep pushing! :D
Thanks
For future reference, this works on a Quest 2!
Is there any way I can apply this fade effect to a teleport?
Disable Depth Test doesn't work on Quest Native though due to Android limits
It should, I've had no issues when disabling depth test on materials. Mainly for UMG content.
@@GDXR It does on a packaged android build without deferred shading or mobile hdr.
Had this issue for a while, but I found a decent way to do this buy just making 2D Widget with an image that is just one white pixel. Stretch it, set tint to 1 1 1 1.
On Start attach to viewport of player.
Then when teleport during the lerp just lerp the alpha values based of the purpose. Also can add color effects.
Make sure to add to viewport in the pawn of course.