UMG Initial Animation

I set the animation for a widget to fade everything in by setting the alpha to 0 moving up to 1. The problem is the whole widget shows before the animation is played. The animation is connected to the event construct. I couldn’t find any other settings so I assume this is a bug but maybe I’m missing something. The problem occurs when playing in the editor and on iOS devices. Here is a capture of what I’m talking about:

Two things could be happening.

  1. Your animation actually starts the first frame with alpha at 1. Check through your animation frames to make sure the alpha is proper from start to finish.

  2. Your widget alpha is at 1 by default. If you disconnect the animation from your begin play and you see the widget, that’s the problem. By default your widget should have an alpha of 0, that way it doesn’t show when the transition happens.

Thanks that was a little confusing. The alpha was at 0 for everything on the first frame and if I disconnected the animation all the widgets did show. So I had to deselect the animation then I was able to see all the values of alpha were at 1.

Glad it solved your issue, please mark this as completed so that others may find the same answer :slight_smile:

As far as I am concerned, having everything hidden by default on the widget is not satisfactory as it makes editing more complicated than it should be.

I’m a little bummed that calling Play Animation when constructing does not render the first frame of that animation immediately, that said I have an acceptable workaround by sandwiching it between two Set Visibility calls.