Can´t keep the opacity of each pixel in the texture

Hello, RecourseDesign, thank you for taking the time to respond.

The blend mode is set to Translucent, but it doesn’t seem like a good method to me, because what is seen on the screen depends on what is behind the plane in that frame (if it’s a light color, it’s less visible than if what’s behind it is dark).

The idea is to simulate a foreground out of focus. Since the development is for Android, I couldn’t get the ‘Mobile Depth of Field’ to apply the effect as I wanted (I asked about it here: (Mobile Depth of Field), so I blurred the image in Photoshop.

What I wanted is for that photoshopped image with its Alpha, just as I made it, to be usable in Unreal (sort of drag & drop), but I can’t achieve it (maybe it’s not possible, although I doubt it…).

I’m fairly new to Unreal, so I don’t know if there’s a way to attach the scene without it being too heavy.

Thank you very much again!