UE4 - Object fade out

  Рет қаралды 29,562

nietoperenator

nietoperenator

6 жыл бұрын

used engine version: 4.15.0

Пікірлер: 23
@giuseppemarcon3649
@giuseppemarcon3649 3 ай бұрын
Perfect! Thank you so much
@wolfboos
@wolfboos 2 жыл бұрын
Very simple and to the point. This is the first time I knew that I can control a variable's value from within a material in such a way. Thanks a lot.
@Igor3D
@Igor3D 3 жыл бұрын
I want to thank you because of this video I was able to finally finish my project that lasted for 2 months because of the scope. Just at the end they requested to add something like this and I was able to implement it in a matter of hours and not to loose few days figuring it out as this was exactly what I was needed. Cheers!
@Latvian3Dman
@Latvian3Dman 5 жыл бұрын
Excellent (and simple), Thank You.
@joshuacyr1017
@joshuacyr1017 2 жыл бұрын
AWESOME! works great
@chinccw4529
@chinccw4529 Жыл бұрын
useful, still work in ue5. i use this to fade out defeated enemy
@markdoyle9863
@markdoyle9863 8 ай бұрын
Solved: Need to use Element Index when you have multiple textures on your character.
@BarbaNeggra
@BarbaNeggra 5 жыл бұрын
Cool! Thx!!
@gerardohernandezcovarrubia7816
@gerardohernandezcovarrubia7816 5 жыл бұрын
Thanks =)
@Derockjr
@Derockjr 6 жыл бұрын
Wow Great Video. Btw it works 4.18
@n1lknarf
@n1lknarf 5 жыл бұрын
how would you go about this but using a collision overlap event? Edit: I figured it out, but it took some tweaking and reversing values. Thank you for the tutorial!
@DJL3G3ND
@DJL3G3ND 5 жыл бұрын
thx
@whovisionsCGI
@whovisionsCGI Жыл бұрын
Can't see this on my phone. The quality is so low the nodes are unreadable.
@danielspagnol1370
@danielspagnol1370 4 жыл бұрын
how can you control the opacity with a widget slider?
@markdoyle9863
@markdoyle9863 8 ай бұрын
I am using this on a skeletal mesh with many material nodes. I am testing it on my head material. If I set 'fadeOut' parameter to '0' sure enough, the head of the character disappears, in editor. If I set it to '1', the character head is fully visible in editor. I am using a trigger box to run the code and I can see it running as it should, with no errors, but nothing happens, ie. the head material doesn't fade (animate) to invisible. Any ideas would be appreciated. Thanks.
@IllGib
@IllGib 7 ай бұрын
The MaterialId have to match the Id of the head, you can see when you open the mesh and the different material ids. Setting materials slots names can help in this case, if you have different ids you have to repeat the proess for every id, or settings a material name you can call for every ids at once.
@Tryfieldanimas
@Tryfieldanimas 5 жыл бұрын
nice 👍 but what i need to do if i want to use a trigger instead of key ?
@nietoperenator
@nietoperenator 5 жыл бұрын
It's just an example. You can change this and run this effect in many ways. What do you mean by "trigger"?
@Tryfieldanimas
@Tryfieldanimas 5 жыл бұрын
i mean it would be nice to let the objects automatic fade out if i get closer to it without pressing any key. You have any idea how to do ? For example i have an info text and if i get in the near its fading out and the object what the info is about is fading in ..
@nietoperenator
@nietoperenator 5 жыл бұрын
You can put larger trigger box in actor (in this example in alien). And use "on actor begin overlap' and 'on actor end overlap' events instead of F key and flipflop.
@Tryfieldanimas
@Tryfieldanimas 5 жыл бұрын
@@nietoperenator thanks for the answer I will try this let you know how it worked out for me. Have grate day ;)
@Restart-Gaming
@Restart-Gaming 3 жыл бұрын
this would work very well if there was some way to use in a openworld game where you could fade the trees and mountains and use less rendering great work
@nietoperenator
@nietoperenator 3 жыл бұрын
I think it's better to use LODs for this: docs.unrealengine.com/en-US/WorkingWithContent/Types/StaticMeshes/HowTo/LODs/index.html
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