Nice tutorial. Someone mentioned you can do this with the camera as there is a start fade node, you can do this either on the player or in each level in genreal. Note: there may be reasons why the widget method will be better for you. For me i like this method because i do something with my player camera in one of my maps in the begining of play and i dont want to make use of the fade effect on the player. Note 2: you do not need to uncheck case sensitive. You can just drag from your blue return node on your create wideget function. You are going to do it anyway unless you are promoting your widget as a variable or saving a soft reference through interfaces, which is also optional. Either way, you are using the variable or the created widget as the reference and asking the reference to find the animation from it. So as long as you drag off that blue pin first, you never need to uncheck context sensitive
This is the long way. There is a shorter way and much better. No need to create a widget. Just use the start camera fade node. On component begin overlap cast to player. Then get player camera manager return value to start camera fade. In camera fade node from alpha set to 0. To alpha set to 1. Set duration to 2. From camera fade node add delay node of 1 sec. and finally connect to open level node. This will create a nice fade out to black.
Yes you need to activate your cursor and click on whatever you want and then do the rest. In other words, you need to start the flow with widget blueprints instead of a trigger box
So useful and simple - explained well too! Added to my personal tutorials playlist!
Glad you enjoyed it!
Nice tutorial. Someone mentioned you can do this with the camera as there is a start fade node, you can do this either on the player or in each level in genreal.
Note: there may be reasons why the widget method will be better for you. For me i like this method because i do something with my player camera in one of my maps in the begining of play and i dont want to make use of the fade effect on the player.
Note 2: you do not need to uncheck case sensitive. You can just drag from your blue return node on your create wideget function. You are going to do it anyway unless you are promoting your widget as a variable or saving a soft reference through interfaces, which is also optional.
Either way, you are using the variable or the created widget as the reference and asking the reference to find the animation from it. So as long as you drag off that blue pin first, you never need to uncheck context sensitive
thanks my friend, good points . 🥂🙏
First of all i hit like button then watch. ❤❤
Love your tutorials from Pakistan🇵🇰
Thanks mate 🥂 these kind of comments mean a lot to me !
This was really good and easy to follow. Thank you!
Glad you enjoyed it!
I swear algorithm read my mind, I kind of needed this today
Yes it does !
Perfect Made. Also works in VR
Cool, thanks!
سلام علیرضا, این کلاس خیلی مفید بود, ممنون.
سلام. قابلی نداشت 🥂🥂🙏🙏
This video really helped me out! Thank you so much for this
Glad it helped!
This is the long way. There is a shorter way and much better. No need to create a widget. Just use the start camera fade node. On component begin overlap cast to player. Then get player camera manager return value to start camera fade. In camera fade node from alpha set to 0. To alpha set to 1. Set duration to 2. From camera fade node add delay node of 1 sec. and finally connect to open level node. This will create a nice fade out to black.
thanks for the tip mate, I will check it out
Thx my friend, very useful!
you are very welcome
Thanks operator 🦋✨️
welcome!
Can we make the volume be triggered when clicked with a mouse buttom and then it takes us onto the next level ? How would you do it?
Yes you need to activate your cursor and click on whatever you want and then do the rest. In other words, you need to start the flow with widget blueprints instead of a trigger box
Aye man may U please show the same with the portal as well, please
sure I will make a video about how to make portals soon . it's a good topic to cover
Doesn't work anymore on Version 5.3
It should work, what is the problem exactly?
@@UnrealART It works for me in 5.4 but the fade in doesn't happen immediately, there is a slight camera glitch where you can see the scene...
Same for me, I can not connect the animation variable node to play animation for the custom event
I figured my issue out
@@darkagestudios8879 How did you figure it out?