Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

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.

Steps to Reproduce

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"

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Won't Fix
ComponentUE - Platform - Mobile
Affects Versions4.9.2
CreatedOct 6, 2015
ResolvedJul 1, 2017
UpdatedSep 16, 2019