How to change the colour and transformation of a widget image with blueprint nodes

Hope this time I classified the question correctly :sweat_smile:

Blueprints are a blessing for amateurs like me, but wish they were easier to navigate like you don’t need to be forced to RMB the canvas of the graph to make that list to pop out. But I digress. My problem is that I have a couple of sprites in a widget (left character and right character) and I already can make them appear and change them between the different characters’ moods from a Data Table tied to a Structure.

However, I want to do much more with those character images, like changing the colour overlay to something grayer to switch the focus of which character is talking at that moment, and to make them transform by shrinking them and making them bounce following some keyframe animations that I suppose I can make right at the Widget’s Designer panel and turn into variables to call when needed.

The problem is I can’t find the proper nodes to use to change the transform of the images or how to tint their overlay colour or how to call a transformation animation variable so that they trigger at the proper moment of the dialogue on the proper Image 2D. There are so many nodes and though I found the one for changing the Opacity, I can’t even locate the nodes for what I need without eye-balling the whole list of nodes and try them out as I find something that remotely rings close to what I need. I spent 5 hours just doing that yesterday and really, it was quite discouraging when I finally made it to the bottom of the list and found nothing, or perhaps I missed it because it has a not very intuitive name (?)
I wish it was better organized as for example locating the Widget section of nodes didn’t require for me to scroll all the way down to the bottom of the list and pull stuff from there as I spot something that might be close to what I need (it also has a long list of unsorted nodes as if they didn’t know in which drop-down should they should be nested in – but I digress!).

If someone more used to these nodes can point me by name the ones I need for my purpose, I’d would be very grateful. It’s kind of jarring to be unable to find a node to make popular actions like transformation, changing colour or opacity of an image, all of it bundled in a single node. I know from other engines they have these ready and up for drag and drop on scenes every time you need to tweak the properties of an image on the scene. They told me that UE5 wasn’t friendly for 2D games, but I still have hopes that such mindset will change for good so that 3D and 2D developers can work at the same pace of workflow, without the convoluted juggle of obscurely named nodes to achieve simple effects like that.

Thanks in advance and I apologize for any odd phrasing or typos. I’ll add a screenshot of what I have at the moment to change the Opacity, but I really would like to do more like tint the images grayer and add a small variable calling a keyframed animation in which the “Not Talking” sprite shrinks and bounces slightly when it starts to talk.

((On a second flash of ideas I had before posting the question, if there is no node to perform what I need, I think I can do all of what I want to do by creating a keyframed animation from the Widget Designer and summon them as a variable since you can tint the images directly in the Widget Designer and do more transforming there – that’s my last resort if there is no particular node for what I’m aiming to do – if so, what is the name of the node to call keyframed animations made on the Widget Designer panel? oh noes, that’s like two questions now… Just focus on the first quesiton and I’ll sort out the other one later :sweat_smile: ))

There are Render Transform functions available that you can use to modify their transform.
image

And Set Brush Tint, Set Color and Opacity nodes to adjust the tint/color

You can have a list of all the nodes all the time by opening the palette in a graph editor