Nice tutorial. Someone mentioned you can do this with the camera as there is a start fade node, you can do this either on the player or in each level in genreal. Note: there may be reasons why the widget method will be better for you. For me i like this method because i do something with my player camera in one of my maps in the begining of play and i dont want to make use of the fade effect on the player. Note 2: you do not need to uncheck case sensitive. You can just drag from your blue return node on your create wideget function. You are going to do it anyway unless you are promoting your widget as a variable or saving a soft reference through interfaces, which is also optional. Either way, you are using the variable or the created widget as the reference and asking the reference to find the animation from it. So as long as you drag off that blue pin first, you never need to uncheck context sensitive
This is the long way. There is a shorter way and much better. No need to create a widget. Just use the start camera fade node. On component begin overlap cast to player. Then get player camera manager return value to start camera fade. In camera fade node from alpha set to 0. To alpha set to 1. Set duration to 2. From camera fade node add delay node of 1 sec. and finally connect to open level node. This will create a nice fade out to black.
Yes you need to activate your cursor and click on whatever you want and then do the rest. In other words, you need to start the flow with widget blueprints instead of a trigger box