Progress Bar Fill Color cannot be key'd for UMG animation

Trying to fade-in/fade-out a user widget, I’m able to key opacity values from all of my other widgets except for progress bar fill.

I’m using a Fill Image so would need Fill Image Tint to be keyable.

Hello ,

You are correct, the opacity cannot be set via the timeline in UMG animations. I have submitted a feature request (UE-24111) to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. I have also provide a possible workaround that may be viable depending on your needs. Thank you for your time and information.

Workaround:

In this example I have used an override for the On Paint function to set a variable (Fade) that has been exposed to matinee. This means that when the widget is added to another widget via the user created section that this variable will be available for animation. The variable is being used to set the opacity of the progress bar.

This picture shows how to set a variable to be exposed to matinee.

This picture show the fade variable being set on the timeline.

Note: The changes will not be shown in the widget designer when scrubbing through the timeline. However, this widget will fade in game.

Make it a great day

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Did this option just never get added? It would be incredibly useful if there was an easy way to keyframe opacity in the timeline but none of the tint or specified colour settings have an option for setting keys.