Widget "Blend Mode" is not there?

Hey there,

I have a Widget in which I created an animation that will fade the screen from black to completely transparent, revealing an image below. It does this by having the image below, and a separate black image on top that goes through an animation that will fade it from fully black to transparent via two keyframes: one where the black image has full opacity, and one where the black image has zero opacity.

This worked initially, and the animation faded the screen from black to transparent perfectly. However, when I restarted my the engine, the animation completely broke, and now there is no longer any transparency whatsoever. The screen just cuts from fully black to fully transparent.

I do not know why this is happening, but I tried to look it up. I found that perhaps my blend mode is not set on Transparent like it should be? However, if that is the case, I am unable to find where the Blend Mode setting is in my Details of my Widget. No matter what I click on, “Blend Mode” is never to be seen in the Details panel of anything in my Widget.

Does anyone know how to either 1. access this option or 2. maybe understand why the transparency doesn’t work?

Thanks in advance! :^)

Since it worked before, look for things that changed since then. There is no blend mode or any secret handshake to this, you animate opacity of the widget in the 0-1 range.

Post details of the setup so someone can attempt poking holes in it.

Here’s the image of my animation…

…and here’s the code that plays the animations when the widget is constructed.

I have two animations, one which fades from Black → Transparent, and one that goes from Transparent → Black. They are the same thing but just inversed. I know that I could just have one of these animations and play the other one backwards, but whatever.

In my widget, I have two images: Transliterate_Logo and Black_Overlay. Transliterate_Logo is the logo of my game that is supposed to remain unchanged. The Black_Overlay goes overtop and is the image that I am fading the opacity of in order to reveal/hide the Transliterate_Logo below.

I have three keyframes in my animation (I originally had two, but tried to add a third middle one just to see if that would somehow fix anything, it didn’t, and I get the same results regardless of whether I have the middle keyframe or not).

At the first keyframe, R, G, and B are set to 1, and A (the opacity) is also set to 1.
At the last keyframe, R, G, and B are still set to 1, and A (the opacity) is set to 0.
During the animation, the opacity (A) gradually decreases until it reaches 0, simulating a fading out effect.

However, whenever I run the animation, the Black_Overlay is completely black and has no transparency so long as the A value is not equal to 0. For example, if the A value is 0.1, the image is still completely black and has no transparency. Only at A = 0 does the Black_Overlay go fully transparent.

I am not sure why this behavior is the case. When I originally made the animation, it worked fine and displayed the transparency correctly, but only in the “Play In New Window” mode, not “Standalone Game” mode, where it was acting like it is now.

Any input as to what I may be doing wrong I would appreciate, but thank you for taking the time to read this / check it out.