Fade a Level to Black (and Back) in Virtual Reality

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  • Опубликовано: 8 сен 2024

Комментарии • 19

  • @jkm4505
    @jkm4505 3 месяца назад

    You are genius, you are saving me!

  • @DrDrastic624
    @DrDrastic624 5 месяцев назад

    thats a fire poster

  • @wmka
    @wmka 2 года назад +1

    Would like to see your take on "multiplayer VR unreal".
    Thank you and have a good one.

  • @g-dojjo
    @g-dojjo Год назад +1

    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

  • @Danipirru
    @Danipirru 2 года назад

    Thank you so much. You are an amazing developer

  • @mantillazo
    @mantillazo 5 месяцев назад

    note: this only work for VR PC games, if you use this method for android vr games you need use other method.

  • @KaiCent
    @KaiCent 2 года назад +5

    just a note, this does not work on a oculus quest build

    • @xavihaus1892
      @xavihaus1892 2 года назад

      same problem here, fade sequence does not work in Android Vulkan, maybe we have to change something in rendering? Any solution? Thank you

    • @KaiCent
      @KaiCent 2 года назад +1

      @@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

    • @xavihaus1892
      @xavihaus1892 Год назад

      @@KaiCent thank you so much i try

    • @sithxp
      @sithxp Год назад +1

      @@xavihaus1892 If you use OpenXR template (4.26+) its not gonna work, only OculusVR plugin has the color scale node

  • @UltimatePowerGaming
    @UltimatePowerGaming Месяц назад

    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.

    • @DanielSmith-rt1wz
      @DanielSmith-rt1wz Месяц назад

      Thanks for the heads up. Do you know if that applies to 5.2 and higher?

    • @UltimatePowerGaming
      @UltimatePowerGaming Месяц назад

      @DanielSmith-rt1wz probs not sure vr is broken in 5.3 and I'm camping 5.1

  • @tekilla78
    @tekilla78 2 года назад +1

    Why not to use Camera Manager + Start Camera Fade? - we can customize color, duration, fade audio

    • @nicholasfranciosi9707
      @nicholasfranciosi9707 2 месяца назад

      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.

  • @theshredguitarist25
    @theshredguitarist25 2 года назад

    Awesome now how can i do this in a game that isnt VR ?

  • @casualsapiens
    @casualsapiens 2 года назад

    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.

    • @casualsapiens
      @casualsapiens 2 года назад

      + 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"