.effect blend modes not overwriting sprite's

.effect blend modes not overwriting sprite's
0

Hello,
Is it possibly to have a material’s (effect’s) blend mode overwrite the modes specified in the sprite component? I think @ckhoo 's post here has me on the right track : ( [SOLVED] Support for GL min/max blend equation functions ) , but no matter what I pass as arguments to blendEq, blendSrc or blendDst, the sprite continues to its own blending.

Using arguments of “derp” for all 3 also don’t throw an error. So I’m wondering If I’m completely missing a step.