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Using Property Bindings as Keyframes in UMG animations.

I have a progress bar which I’m using for health in my game. I set its value using a binding function that grabs the appropriate colour. But I want to use an animation to flash the progress bar white on hit. However, whenever I make an animation using the “Color and Opacity” track (even if I make it a relative or additive blend). It never returns to the colour I set using the property binding.

I figured that since the output for my binding was a linear colour, I would just be able to add it as a keyframe in my animation. That way, when I blended the “Color and Opacity” track to white, I would be able to blend back to the Colour set by my binding.

Anyone got any clues?