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.)

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

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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Oh my god thank you

Oh my god thankyou again, that’s been driving me nuts all day

You have no idea how much of a headache you saved me today! Thank you! lol

I had a similar/the same problem, where my widget got dimmer/darker in the editor preview, but I had everything set to enabled. Does anyone know why this might be?

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Maybe try making your tint for the texture you are using white? That seemed to work for me.