In the latest Rocket, I did following (black fade in the moment the game starts - timeline auto starts):
This worked perfectly fine in previous build. Does not work in this new one.
I tried to disconnect the timeline and just manually enter the Alpha. No matter what alpha value I enter, I can never make the rect semi transparent. It is always 100% opaque, as if it ignores alpha.
Hi Sjoerd,
Sorry for the delay in response. We are working on getting the right person to answer this issue. Thank you for your patience.
-Alexander
I have the same problem when using DrawRect in c++ code
the HUD function, DrawRect, the alpha channel does not work at all
and that has made things a bit difficult for my hud plans 
Even though the comment says “can be translucent” that does not appear to be true in this build
hud.h
/**
* Draws a colored untextured quad on the HUD.
* @param RectColor Color of the rect. Can be translucent.
* @param ScreenX Screen-space X coordinate of upper left corner of the quad.
* @param ScreenY Screen-space Y coordinate of upper left corner of the quad.
* @param ScreenW Screen-space width of the quad (in pixels).
* @param ScreenH Screen-space height of the quad (in pixels).
*/
UFUNCTION(BlueprintCallable, Category=HUD, meta=(BlueprintProtected = "true"))
void DrawRect(const FLinearColor& RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH);
Rama
What version are you using ?
There was an issue with DrawRect in the July release that should be resolved in the August one.
I’ve only been working with Rocket for past 2 weeks approximately, so I have only ever had the latest version installed.
And it’s definitely a big issue, I’ve had to make a material and use DrawMaterial just to get around this,
which is actually very inefficient for my purposes but its the best I can do right now 
Again I am referring only to the single function DrawRect that is in the HUD class
I’ve tried alpha ranges of 0 to 1 and they all give same result of 100% opaque.
I’ve only tested in the c++ code of my custom HUD class

Rama
**Here’s the Rocket-beta-build working version of HUD::DrawRect, thanks to Bruce! **
void AVictoryHUD::JoyDrawRect(
const FLinearColor Color,
float ScreenX,
float ScreenY,
float Width,
float Height
) {
if (!Canvas) return;
if (Width <= 0 || Height <= 0) return;
//~~~~~~~~~~~~~~~~~~~~~~~~~~
//Uses Default White Texture
FCanvasTileItem TileItem(
FVector2D(ScreenX, ScreenY),
FVector2D( Width, Height ),
Color
);
TileItem.BlendMode = SE_BLEND_Translucent;
Canvas->DrawItem( TileItem );
}
Hi,
On further investigation It seems the current version of rocket will still contain this issue.
As a temporary I would suggest creating your own HUD function along the lines of:
void AMyHUD::DrawRectTemp(const FLinearColor Color, float ScreenX, float ScreenY, float Width, float Height)
{
if (Canvas)
{
FCanvasTileItem TileItem( FVector2D(ScreenX, ScreenY), GWhiteTexture, FVector2D( Width, Height ), Color );
TileItem.BlendMode = SE_BLEND_Translucent;
Canvas->DrawItem( TileItem );
}
}
Apologies for the confusion.
Thanks so much for the code Bruce!

Rama
I’m trying to create my own FTexture because the GWhiteTexture is an unresolved external link in my build.
When I try to declare a FTexture* I get this compiler error:
1>------ Build started: Project: VictoryGameEditor, Configuration: Development x64 ------
1> Parsing headers for VictoryGameEditor
1>E:/RocketVictory/VictoryGame/Source/VictoryGame/Classes/VictoryHUD.h(115): error : In VictoryHUD: Unrecognized type 'FTexture'
So I’m not sure how to set up the temp working DrawRect function :
)
If you remove the GWhiteTexture parameter it will use GWhiteTexture by deault.
ooooh thanks!
I got it to compile now 

(for any other readers of this, here is the current-rocket-beta-build friendly version:
/*
* Tile item which uses the default white texture using given size.
*
* @param InPosition Draw position
* @param InSize The size to render
*/
FCanvasTileItem( const FVector2D& InPosition, const FVector2D& InSize, const FLinearColor& InColor );
so the entire function I am using now is:
void AVictoryHUD::JoyDrawRect(
const FLinearColor Color,
float ScreenX,
float ScreenY,
float Width,
float Height
) {
if (!Canvas) return;
//~~~~~~~~~~~~~~~~~~~~~~~~~~
//Uses Default White Texture
FCanvasTileItem TileItem(
FVector2D(ScreenX, ScreenY),
FVector2D( Width, Height ),
Color
);
TileItem.BlendMode = SE_BLEND_Translucent;
Canvas->DrawItem( TileItem );
}