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Up and Coming
October 14, 2018

Camera fade without Mobile HDR?

I'm trying to do some camera fades for an Oculus Go project in Unreal
4.20 and am unable to find a good way to do so without enabling Mobile
HDR. I imagine that would destroy my framerate. What are the options to
replace a camera fade in this case? I would do a UI or transparent
animated plane but that seems like it would wreck performance as well.
Would love to hear some suggestions. Thanks!
This topic has been closed for replies.

10 replies

Up and Coming
October 14, 2018
Camera Fade requires HDR, then only efficient way to do this is by creating a "fake" fade widget with full screen size. This can be added to pawn camera or even to a sequence by using events.
VRexAuthor
Up and Coming
October 14, 2018
Yeah, that's what I figured. Isn't the transparency going to screw up frame rate though? I'll give it a go. Thanks, GRADGR.
Jesse Kirberger
Up and Coming
December 7, 2018
Did you ever figure this out?  
December 8, 2018
An interesting new feature in Oculus' UE 1.31.0 is color scaling - https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-color-functions/

If you can update the engine, I'd consider looking into achieving the effect that way. 
Participant
December 29, 2019


An interesting new feature in Oculus' UE 1.31.0 is color scaling - 

If you can update the engine, I'd consider looking into achieving the effect that way. 


This works for nice camera fades while streaming in and out levels. Great idea, thanks! Implemented in a few projects on Quest
Ordered and Received DK1 Ordered DK2 within 18 minutes of announcement!! woot! Concerned about facebook thing, but would have done the same myself. Developing the VR gloves you always imagined(over 1 year full-time development, and looking sweet)
New Participant
May 11, 2020
I know this is an ancient thread but does anyone have any clear instructions or a BP sample on how to do a fade using the color scale? I'm completely lost as to what the "color scale and offset" should plug into.
New Participant
May 11, 2020
I am by no means an expert but this worked for me.
It's for my loading screen.
First set the play screen to black then wait 2 seconds and fade to clear via timeline then wait 4 seconds and fadeout then open new level.
Hope this helps
New Participant
May 13, 2020
Thank you!
New Participant
August 1, 2020


I am by no means an expert but this worked for me.
It's for my loading screen.
First set the play screen to black then wait 2 seconds and fade to clear via timeline then wait 4 seconds and fadeout then open new level.
Hope this helps


Hi everyone, I would like to use 'Set color scale and offset' for a single mesh to fade it in. Is that possible? And does anyone know how to accomplish that? I already tried to fade-in the mesh with a: 'dynamic material instance, new timeline and set scalar parameter value', but this looks super strange in the VR headset since little dots occur when the mesh blends in. Thank you very much in advance! :-)
August 1, 2020




I am by no means an expert but this worked for me.
It's for my loading screen.
First set the play screen to black then wait 2 seconds and fade to clear via timeline then wait 4 seconds and fadeout then open new level.
Hope this helps


Hi everyone, I would like to use 'Set color scale and offset' for a single mesh to fade it in. Is that possible? And does anyone know how to accomplish that? I already tried to fade-in the mesh with a: 'dynamic material instance, new timeline and set scalar parameter value', but this looks super strange in the VR headset since little dots occur when the mesh blends in. Thank you very much in advance! :-)


No that node doesn't work individual meshes only the whole scene (excluding widgets). 
The way you mentioned should work if the material is translucent. Perhaps you're using a masked material which gets this dotty dithering effect?