Matinee fade doesn't work

I simply want to fade in from black on BeginPlay. I have this working in a blank project, but when I repeat the exact same steps in my current project, it just doesn’t do anything.

Steps taken:

  1. Create matinee
  2. Add director group
  3. Add fade track
  4. Add keyframe at time 0 with value 1
  5. Add keyframe at time 5 with value 0
  6. In level Blueprint, get a reference to the MatineeActor and call its Play function on “Event Begin Play”

I don’t have any other Matinee actors that could be conflicting with the one I’ve created. The Matinee itself is definitely working; if I add a camera group and move a camera around, it works fine.

I’ve tried this in a blank level and have tried overriding the GameMode/PlayerController/Pawn/HUD classes in World Settings to use built-in ones. I’ve also tried fiddling with the quality settings in Project Settings, changing them between Maximum Quality / Scalable 2D/3D, and Desktop / Mobile targets. Nothing seems to make any difference.

Is there some setting I’m missing that would interfere with the ability to fade?

Interestingly, I just upgraded to 4.8, which reset my quality settings for some reason, and it started working.

Version 4.8 forces you to restart the editor after applying any changes to “Target Hardware”, whereas 4.7 just has “Apply Now”. I suspect it may have been working after all in my 4.7 build, but I just hadn’t restarted.