The Fade behavior can't be modified during runtime. So if you configured it to fade out after 1 second, during 2 seconds, with no destruction (example), you can't use that same behavior to fade in.
What you can do is add another fade behavior, set to fade in, and inactive on start (btw, you can rename behaviors so it's easier to know witch does what). When the player dies, you then use an action like "Character : restart FadeIn"
EDIT : you found the exact solution I was describing ><