Solved: Need to use Element Index when you have multiple textures on your character.
@markdoyle98638 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.
@IllGib7 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.
@whovisionsCGI Жыл бұрын
Can't see this on my phone. The quality is so low the nodes are unreadable.
@chinccw4529 Жыл бұрын
useful, still work in ue5. i use this to fade out defeated enemy
@Vollkorn222 жыл бұрын
Is it possible to fade an Object behind an Glass Material (Or wet Street with Alpha Mask to be precise) so if you see through the alpha mask the object is hidden but when I look around its visible? I need something like that to see a mirrored game world (through Alpha Mask) under the wet Street but hide all the Tunnels.
@royalavelius5022 жыл бұрын
Thx u safe my day :)
@wolfboos2 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.
@joshuacyr10172 жыл бұрын
AWESOME! works great
@Restart-Gaming3 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
@nietoperenator3 жыл бұрын
I think it's better to use LODs for this: docs.unrealengine.com/en-US/WorkingWithContent/Types/StaticMeshes/HowTo/LODs/index.html
@Igor3D3 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!
@Bappolapap4 жыл бұрын
One of the most practical things i've sawn so far about unreal! Thanks alot man!
@danielspagnol13704 жыл бұрын
how can you control the opacity with a widget slider?
@dyotoorion18354 жыл бұрын
Just what I needed. Thanks!
@mathiasbrandon59374 жыл бұрын
dude you fuckin saved my life with this video. I found NO WAY how to fade out my destructible but with THIS i was able to make it. I love you dude
@prashanthacharya72895 жыл бұрын
awesome
@Latvian3Dman5 жыл бұрын
Excellent (and simple), Thank You.
@n1lknarf5 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!
@gerardohernandezcovarrubia78165 жыл бұрын
Thanks =)
@BarbaNeggra5 жыл бұрын
Cool! Thx!!
@Tryfieldanimas5 жыл бұрын
nice 👍 but what i need to do if i want to use a trigger instead of key ?
@nietoperenator5 жыл бұрын
It's just an example. You can change this and run this effect in many ways. What do you mean by "trigger"?
@Tryfieldanimas5 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 ..
@nietoperenator5 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.
@Tryfieldanimas5 жыл бұрын
@@nietoperenator thanks for the answer I will try this let you know how it worked out for me. Have grate day ;)
@Tryfieldanimas5 жыл бұрын
top !
@andor3xy7125 жыл бұрын
what's the easiest way to import from blender? can you import materials as well?
@nietoperenator5 жыл бұрын
I export from blender to fbx format. Then import fbx in UE. It is possible to import materials but I better like to assign them manually in UE.
@DJL3G3ND5 жыл бұрын
thx
@afojunior19846 жыл бұрын
could you do please a tutorial showing how an object becomes transparent when the character goes behind it and camera loses the focus?
@Derockjr6 жыл бұрын
Wow Great Video. Btw it works 4.18
@nafaka126 жыл бұрын
can this be done for one specific area of an object closest to the camera? so lets say a cube like that but only the two sides and the top fade but the two back sides and the bottom stay. Like the wall effect seen in Sims, where if you rotate the camera the front walls closest to the camera disappear but the back walls and floor stays.
@nietoperenator6 жыл бұрын
For this kind of effect better use something like that: kzfaq.info/get/bejne/r5uomJxnypjOYHU.html Assign separate material slots for each wall in your 3d software or use separate meshes for each wall.
@nafaka126 жыл бұрын
Wow that was a quick response! Thankyou very much i will be looking into it.
@EugeneLlorens6 жыл бұрын
Hi! thank you for your tutorial! I'm very new to unreal and i'm currently making some motion graphics animations for VR. My question is how i can make this effect without having to press any button just telling when i want to disspaear and appear things in my project.
@nietoperenator6 жыл бұрын
Hi! You can replace "Q key" event with your "Custom Event" and simply call it. Remember that this is just effect for transparency fading. If you want to really appear and disappear things in your project you should get familiar with "Spawn Actor" and "Destroy Actor" nodes.
@__dINe__6 жыл бұрын
In fact, this IS a very satisfying effect AND tutorial, Kudos man :)
@DKoldies_CEO_Drew_Scumbag6 жыл бұрын
Thank you so much for this tutorial! I had to tweak it to the way I wanted it to work for my project but your set up pointed me in the right direction to get the faded effect I needed.