I DO NOT SEE A SECOND IMAGE in your last post.
FIRST THING - the main issue you had was a squashed image; I am suggesting your “Journal” image is simply squashed, as I see no other UV adjustments, and the image object itself just looks “shorter” than the final journal image. By default, the image in the UI is going to be like HD aspect. You need to make sure the scale is the same as the opened book image.
Setting the X scale to 0.5625 will make an HD aspect frame become square, but may not fill in the space you need. I would start with that, then scale up to the size you need from there.
We’re also not really on the same page here, because I seldom use UI widgets, which is what I guess you are doing. You must have another blueprint (maybe even the level blueprint) that is controlling this UI blueprint, yes?
If so, let’s start over and walk through this very simple version;
Here’s the Material; NOTE that I’ve changed where I’m placing the texture - the way you had it originally allows you to have a texture sample parameter, which means you could potentially dynamically update the flipbook sequence later on. I like generic - that’s the generic way to do it.
You can also ignore the keying stuff - I do not have a very good flipbook texture to demonstrate with (not that I can share, anyway).
Here’s the UI blueprint:
And the graph for it:
And as a simple example of an ACTOR blueprint in the level that controls this UI:
Yes, the flipbook doesn’t play automatically. That’s because you now have 100% control over it, including stopping and starting and duration.
If you do not know how to use a timeline, it’s a very easy, straight-forward way to create tracks for simple animations.
The timeline node shown in my image has a “float” track called “Phase.” I made it specifically to match your timing you had in the “Delay” node (0.5 seconds). There are only two key frames - the first at 0 seconds, with a value of 0. The second at 0.5 seconds, with a value of 1.
The Phase value input of the flipbook goes from 0 to 1 (although 1 seems to reset it, so I clamped the input value to 0.999)
By triggering this timeline (“Play from Start”) and pushing the Phase value to the material’s Phase parameter, you will be triggering the animation.
This is better than creating a material that auto plays at a speed you have no control over and “hoping” the timing works with your Delay node, because you’ve taken control of explicitly setting it. If you wanted the animation to be faster or slower, you would just adjust your timeline duration. Additionally, you know exactly when the animation ends by pulling off the “Finished” execution pin - that’s when you’d swap images. If instead of pulling off the “Finished” pin you created event tracks, you could trigger swapping images AND have the benefit of just being able to connect an even to the “Reverse from End” pin of the timeline - then you have open AND close in one little setup where you still have control.
One last note - timeline is asynchronous, which means it needs to exist in the EVENT graph, not a function.
The “Phase” timeline looks like this:
Very simple - only two keys. Set the Length to 0.5.
I know this sounds complicated, but it sounds more complicated than it is.
So now this is a short video of using the Widget BP Interface to play out the flipbook sequence making sure that the output is SQUARE and NOT SQUASHED (and I’m sorry, I do not have a good flipbook texture that I can share):
2026-07-09 10-08-25.mkv (2.4 MB)