I have a translucent material with emissive color on a static mesh in world. I have a 2D scene capture pointed at it to make a texture that I’ve changed to UI so that I can apply it to the UMG. This is a pulsating yellow material. In the editor this works fine. the base icon is a yellow color, and when triggered this pulses yellow on top of it. This uses a sine wave. however, in the shipping build, this pulses black, and not yellow.
This is the view in the editor:
This is what it looks like in a shipping build, when it pulses down it shows the proper underlying color
Underlying color
Setup in game:
Here is the blueprint for the material that is being applied to the UMG: