---
title: AFM_CameraFade
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/plugins/afm-camerafade.html
---

Module

# 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

None

1 assets1 API members

## 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

1. Enable `AFM_CameraFade`.
2. Add `BPC_PlayerController_CameraFade` to 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

Multiplayer

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_CameraFade**1 members

extends `ActorComponent`

Fade component for a player controller. Client Fade runs the camera fade on the owning client over a duration, or applies it in one step when the duration is zero or less. Add it to a player controller of your own; teleport, level loading and the intro all fade through it, and a controller without it stays unfaded through those transitions.

| 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. |
