UPDATE: I found that if I set the HUD widget to Hidden at the beginning and then trigger the sequence in game, then the HUD reappears after the sequence and functions as it should. Of course, I don’t want to have to trigger something in game in order to get the HUD since I’d rather have the player start with it from the beginning.
If you look at the pictures I have included, you will see the HUD has 2 different opacity values, most notable with the three white bars at the bottom. The health was set at 50% to show they are indeed changing. At normal setting, the bars are opaque white before the sequence and after the sequence, but half opacity and HP at 100% during the sequence.
You’ll also see the old objective still remains, indicating that (along with what was mentioned above) a second unaffected HUD is being displayed, but I don’t know how that is happening. You can see in my Character BP that only one of them is being called, but somehow a second one is showing up. I don’t have a HUD set up anywhere, and I even deleted the HUD BP Class since I was told it was not used much anymore.