Set opacity in UMG Animation

Hey,
I’ve been following the UMG UI Inventory tutorial from the UE Youtube channel and tried to apply that to my own game. So far so good, everything shown worked, but I wanted to take it a bit further at one point and have the Inventory Menu blend in while playing the animation, so it becomes visible while flying in.

I found out, that you can set keyframes for opacity, HOWEVER I can’t create those keyframes for some reason. Even in a fresh Widget, with only a canvas panel in it, pressing the keyframe button besides ‘Color and Opacity’ or just the alpha channel dont result in a keyframe on the animation timeline. Of course, an animation has been created previously.

Is there a special trick to this or are those buttons just dummies???

Not an expert but I used the “autokey” button(located near the timeline) to create the keyframes. Meaning I turned autokey on, went to the frame I wanted and any changes I made to the canvas would affect it. Oh and don’t miss the +animation box on the left because I overlooked it for a while lol.

As I said, I already created an animation, using the +Animation Button previously. Using the autokey button unfortunately doesnt change anything… I just dont understand, why nothing happens. In Epics Documentation there even is an example showing this exact thing in a screenshot, however I’m unable to recreate it.

Ok, I’ve found a workaround, but I think this could be done better:

I had to set the opacity for each Text Block, Button etc. individually.