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If a project that is set to Mobile/Tablet and Scalable 3D or 2D uses StartCameraFade() to produce a fade in effect, the effect will not play in PIE if the editor is closed/reopened.
1. Create new First Person code project
2. Set target to "Mobile/Tablet" and Graphical level to "Scalable 3D or 2D"
3. Create a new class based on GameMode (MyGameMode)
4. In MyGameMode.h add the following:
void BeginPlay() override;
5. In MyGameMode.cpp add the following:
void AMyGameMode::BeginPlay() { Super::BeginPlay(); APlayerController* pc = GEngine->GetFirstLocalPlayerController(GWorld); if (!pc) { GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("NO PLAYER CONTROLLER!")); } APlayerCameraManager* cameraMan = pc->PlayerCameraManager; if (!cameraMan) { GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("NO CAMERA MANAGER")); } float fromAlpha = 1.0; float toAlpha = 0.0; float duration = 2.0; FLinearColor color = FLinearColor::Black; bool bShouldFadeAudio = true; bool bHoldWhenFinished = true; cameraMan->StartCameraFade(fromAlpha, toAlpha, duration, color, bShouldFadeAudio, bHoldWhenFinished); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("STARTED CAMERA FADE IN!")); }
6. Compile the code
7. In the world settings inside the editor, set GameMode Override to MyGameMode
8. PIE - the screen will briefly be black and fade in
9. Save and close the editor
10. Reopen the editor and PIE
Result:
The fade in effect won't play after restarting the editor
Expected:
Fade in plays when targeting for mobile as well as "Maximum Quality"
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.9.2 |
Created | Oct 6, 2015 |
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Resolved | Jul 1, 2017 |
Updated | Sep 16, 2019 |