Sequencer Fade works while testing in editor viewport but not after beginning play

I am working on a VR project and attempting to introduce a fade out at the end of my level after a set amount of time. I was able to make the fade easily in the sequencer and test it within the editor, but once I add it to my project I cannot get it to activate. I tried in a fresh project and it worked perfectly with no issues. It seems as if it will not render the fade taking place whether I try to trigger it via the details panel or within blueprints. I checked my rendering settings to make sure everything was turned on an it looked like it was. I have it set to max quality targeting PC.

Could this be related?

https://answers.unrealengine.com/questions/585662/sequencer-fade-track-mobile-android.html

I saw that before while searching, but unfortunately the mobile HDR setting is checked on my project and always has been