If you are using oculus quest and this dont work....Just make it with post procress effect with in player blueprint. (Add post procress to player---go to event page---Custom event---timeline for increase fade rate--- get post procress--set settings (pull that post procress) (Target is Post Procress---Pull settings node and add Make post process settings-- Select Scene color tint (in make post process settings) after that---split struct pin (Scene color Tint-its left side at make post process settings) after that pull your Timeline Fade rate(Float) and connect to Tint-R-G-B (Make post process settings) if you increase 0-1 float its fade out if you increase 1-0 its fade in ( Float at timeline) And after this just activate Custom event and voila. You have fade in fade out ((Sorry for bad english and its working really good for me )) Its looking long but very easy
@@xavihaus1892 Hi xavi, instead of using a sequence i used a timeline in combination with a Set color scale and Offset node. You can Trigger this from any actor and it will be global
For those of you who are here 2 years later in Unreal Engine 5.1, after playing the sequence, you need to set the playback position to 0; otherwise, you will be stuck with a black screen.
Thanks, this way is 1000's of times better. Because of your help, If you would like sci fi sound effects for a project, let me know and I can make a few.
Hi. I'm trying to add fades to teleport event in the templete. is there any way to find out is animation in the sequencer finished? because while fading i can clearly see that my pawn is teleporting.
+ there is another thing that i discovered with templete. if it is not teleportable location i can still get fades. i fixed it with a bool that i found in pawn bp named "valid teleport location"
You are genius, you are saving me!
thats a fire poster
Would like to see your take on "multiplayer VR unreal".
Thank you and have a good one.
If you are using oculus quest and this dont work....Just make it with post procress effect with in player blueprint.
(Add post procress to player---go to event page---Custom event---timeline for increase fade rate--- get post procress--set settings (pull that post procress) (Target is Post Procress---Pull settings node and add Make post process settings-- Select Scene color tint (in make post process settings) after that---split struct pin (Scene color Tint-its left side at make post process settings) after that pull your Timeline Fade rate(Float) and connect to Tint-R-G-B (Make post process settings) if you increase 0-1 float its fade out if you increase 1-0 its fade in ( Float at timeline) And after this just activate Custom event and voila. You have fade in fade out ((Sorry for bad english and its working really good for me )) Its looking long but very easy
Thank you so much. You are an amazing developer
note: this only work for VR PC games, if you use this method for android vr games you need use other method.
just a note, this does not work on a oculus quest build
same problem here, fade sequence does not work in Android Vulkan, maybe we have to change something in rendering? Any solution? Thank you
@@xavihaus1892 Hi xavi, instead of using a sequence i used a timeline in combination with a Set color scale and Offset node. You can Trigger this from any actor and it will be global
@@KaiCent thank you so much i try
@@xavihaus1892 If you use OpenXR template (4.26+) its not gonna work, only OculusVR plugin has the color scale node
For those of you who are here 2 years later in Unreal Engine 5.1, after playing the sequence, you need to set the playback position to 0; otherwise, you will be stuck with a black screen.
Thanks for the heads up. Do you know if that applies to 5.2 and higher?
@DanielSmith-rt1wz probs not sure vr is broken in 5.3 and I'm camping 5.1
Why not to use Camera Manager + Start Camera Fade? - we can customize color, duration, fade audio
Thanks, this way is 1000's of times better.
Because of your help, If you would like sci fi sound effects for a project, let me know and I can make a few.
Awesome now how can i do this in a game that isnt VR ?
Hi. I'm trying to add fades to teleport event in the templete. is there any way to find out is animation in the sequencer finished? because while fading i can clearly see that my pawn is teleporting.
+ there is another thing that i discovered with templete. if it is not teleportable location i can still get fades. i fixed it with a bool that i found in pawn bp named "valid teleport location"