AFM_CameraFade
A player-controller component that fades the camera to and from black.
What it gives you
- Camera fade as a one-line call
- Used by level loading and teleport comfort
Requires
None
Required by
Description
A small, focused component. Client_Fade fades the owning player's camera over a duration in a given
direction. It exists as a component on the player controller rather than as a global so it works
correctly in multiplayer, where each player fades independently.
The loading system fades before a level switch; the teleport system fades as a comfort option.
Setup
- Enable
AFM_CameraFade. - Add
BPC_PlayerController_CameraFadeto your player controller.
Usage
Call Client_Fade with a duration and a direction from E_CameraFade_Direction. Fades are per-player, so calling it on one controller does not affect others.
Key properties
| Property | When to change |
|---|---|
Duration | Fade length; 0.5 s suits most transitions |
Extending
Not typically extended.
Multiplayer notes
Because the component lives on the player controller, level loading can fade every player before a servertravel by iterating controllers on the server.
Example map
Used implicitly by every level switch in Map_Examples_Lobby.
Troubleshooting
The fade does not happen on clients. It was called on the server for a client's controller without using the client RPC — Client_Fade is already a client call, so call it directly on each controller.
API reference
Every blueprint asset in this plugin. Expand an asset to see its members.
Components
BPC_PlayerController_CameraFade1 members
| Kind | Name | Signature | Description |
|---|---|---|---|
| event | Client_Fade | (Duration: float, Direction: E_CameraFade_Direction) | Fades this player's camera to black or back to the scene over the given duration. Called before a level switch and as a teleport comfort option. |