Widgets Rendering Out of Order - Text Element Ignoring ZOrder At Runtime (5.4.1)

Got a weird one here. Basically I have a Widget Blueprint for all my HUD elements, one of which is a big black Image that covers everything which I use for fading in and out. The ZOrder for this is set to 999, all other elements the ZOrder is either 1 or 0. In the Widget Blueprint editor, the image correctly covers all the other UI elements, but for some reason when I run the game it covers everything except one specific text element. The text element itself doesn’t seem to have a ZOrder setting, but the button it’s attached to has its ZOrder set to 0. Even more bizarrely, if I duplicate this button, the original button is hidden correctly, but the new duplicate one is broken!

This is looking like it might just be a bug with Unreal (5.4.1) at this point, but is there anything else that might be controlling the layering of this element?

Still an issue in 5.5.1

Is this just not more widespread since people tend to do menus last?