> For the complete documentation index, see [llms.txt](https://docs.sfsolidsystems.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.sfsolidsystems.com/sf-fades/api.md).

# Components / Blueprints / C++ API

All fade functionality is accessible via `UScreenFadeSubsystem`.

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## 🛠️ Functions Reference

### `FadeOut`

Fades the screen out to a solid color.

* **`Color`** *(FLinearColor)*: Target color (e.g., Black, White).
* **`Duration`** *(float)*: Fade duration in seconds.
* **`bBlockInput`** *(bool)*: If `true`, disables Player Controller input during the fade.

### `FadeIn`

Fades the screen in from its current color back to full visibility.

* **`Duration`** *(float)*: Fade duration in seconds.
* **`bBlockInput`** *(bool)*: If `true`, input remains blocked during the fade-in.

### `FadeOutWithMaterial`

Fades the screen using a dynamic material interface (e.g. noise dissolve, wipe transition).

* **`Material`** *(UMaterialInterface*)\*: Material asset used for the transition.
* **`Duration`** *(float)*: Fade duration in seconds.
* **`bBlockInput`** *(bool)*: Whether to block player input.
* **`ParameterName`** *(FName)*: Scalar parameter name in the material driven from 0 to 1 (Default: `"FadeAmount"`).

### `FadeInWithMaterial`

Fades the screen back in using the current active transition material.

### `StopFade`

Instantly halts any ongoing fade transition and resets viewport alpha.

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## 📢 Delegates & Properties

* **`OnFadeComplete`**: Dynamic multicast event dispatcher fired when any fade finishes.
* **`FadeWidgetClass`**: `TSubclassOf<UScreenFadeWidget>` property to customize the overlay widget.
