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UI Widget appears with faded color

I have a blueprint with a widget component, which is using a Widget Class of my own making. The widget looks correctly-colored in the editor, but has odd, faded colors (yet fully-opaque) at runtime.

My widget has a canvas with some images on it. In an attempt to go overkill…

  • The root widget has both the Color and Opacity and Foreground Color set to bright red [RGBA(1,0,0,1)]

  • Each image has both the Tint and the Color and Opacity set to bright red.

The images are white with alpha, and in the editor they are, predictably and desirably, bright red. However, at runtime the widgets shown by my blueprint are massively faded: RGB(0.59, 0.47, 0.47, 1)

The Material for the Widget component is currently set to Widget3DPassthrough_Translucent. (However, it does not seem to matter what material I set here; the widgets always render the same, even picking a material that has a solid, opaque, ugly texture filling the UV space.)

alt text

Anyone have any guesses as to what setting I'm missing?

Product Version: UE 4.18
redbracket.png (134.0 kB)
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asked Apr 16 '18 at 04:39 PM in Using UE4

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Found it: the root Canvas panel was set to "Enabled: false", which was causing it to procedurally alter the appearance of all attached widgets.

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answered Apr 16 '18 at 08:42 PM

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