How to fade out gameplay cue FX? Using static mesh sphere for translucent VFX, when Cue is Removed the mesh instantly vanishes before event (cannot fade out)

Trying to understand Gameplay Cues and having a couple issues.

I have a magic shield ability. The player will hold the button to bring up the shield, release to lower it.

I have a cue applied by this ability. The cue contains a static mesh (a sphere with a double-sided translucent material) and a looping sound effect.

The ability applies the cue and the cue appears on the player fine.

I want to fade the VFX/SFX in and out at the start and end of the cue.

I set up this timeline to solve my problem. Volume starts at 0.0f and Master Opacity starts at 0.0f as well. This timeline then lerps them up to 1.0f. Works perfectly!

However, it encounters two serious problems:

  1. When “removed” is sent to the cue, the static mesh is instantly hidden/disabled (or something similar). This happens before I can interact with the event, so my timeline fade effects on the static mesh are wasted.

  2. If the cue is readded to the player BEFORE the fade OUT has completed (i.e. the player blocks again before the fadeout is done), the fade out is interrupted, and we never Recycle, which breaks the cue forever–it just gets ‘stuck on’ and never receives another Removed event.

This leads me to believe that I am missing some key detail of cues and how they are meant to work. How are you supposed to fade effects out if the cue wants to instantly recycle, and such recyling is required to be completed for the next application to work?