Appearance
Center-origin tint
Add InterfaceForge Center Tint above an icon in an Overlay. Keep the icon and tint the same size; make countdown text the last layer. The tint ignores pointer hit tests so the action button beneath it keeps receiving interaction.
Call Set Remaining Fraction with RemainingSeconds / TotalSeconds, clamped to 0–1. At 1 the entire interior uses Remaining Opacity. At .75 the upper-right quarter uses Passed Opacity; at .5 the right half; at .25 only the upper-left quarter remains strongly tinted. At 0 the whole interior uses Passed Opacity. Hide the tint on completion if the completed state should have no overlay.
This renders the independently authored center-origin opening established by Sakura's inspected behavior. It does not start an ability or invent a gameplay cooldown. Bind an external source's changed event or timeline to the fraction. No per-widget entity scan or private gameplay dependency is required.
Tint, Remaining Opacity, Passed Opacity, Start Angle and Reverse are editable in the Designer. Defaults are white, .75, .15, 0 and false. Start Angle uses turns clockwise from the top: .25 starts at the right. Reverse changes opening direction. Call Refresh Tint after changing these properties in Blueprint.
A plain Unreal Image is equally valid: choose /InterfaceForge/UIForge/Materials/M_IFCenterTint for its Brush, use Get Dynamic Material, then Set Scalar Parameter Value for Percent, RemainingTimeOpacity, PassedTimeOpacity, StartAngle and Reverse (0/1); Set Vector Parameter Value for Color. Percent means normalized remaining fraction. Each widget uses its own material instance.
The material is newly authored from the behavioral specification and contains no copied reference packages, icon art, frame art or game design. The initial UE5.6.1 Win64 DX11 review covered five intermediate shapes and a continuous eight-second opening, including simulated mouse/keyboard Replay. Its verification image is an internal fixture. The original playable Emberwatch icon/frame, real provider clock/countdown and shared menu/HUD integration are documented in RPG authoring and RPG runtime evidence; later WorldLinks/SafeArea/Localization records retain their exact revisions. Physical controls and broader platforms remain unverified. Generic progress styles are separate presentation tools and do not replace this tint.