I have a blueprint with a widget component, which is using a Widget Class of my own making. The widget looks correctly-colored in the editor, but has odd, faded colors (yet fully-opaque) at runtime.
My widget has a canvas with some images on it. In an attempt to go overkill…
- The root widget has both the
Color and Opacity
andForeground Color
set to bright red [RGBA(1,0,0,1)] - Each image has both the
Tint
and theColor and Opacity
set to bright red.
The images are white with alpha, and in the editor they are, predictably and desirably, bright red. However, at runtime the widgets shown by my blueprint are massively faded: RGB(0.59, 0.47, 0.47, 1)
The Material for the Widget component is currently set to Widget3DPassthrough_Translucent
. (However, it does not seem to matter what material I set here; the widgets always render the same, even picking a material that has a solid, opaque, ugly texture filling the UV space.)
Anyone have any guesses as to what setting I’m missing?