Offline (texture) fonts in UMG?

I made an “offline” cached font in the editor so I can have characters with outlines and drop shadows:

…but UMG doesn’t seem to recognize this font.

If I change the font to “runtime”…

…UMG recognizes it, but now I can’t have outlines/drop shadows etc.

Is there any way to use “offline” cached fonts in UMG?

I’d also love an answer to this. Right now it seems there’s no easy way in UMG to add things like gamepad button glyphs (which can only be done with an offline texture-based font).

Bumping this as I would like to know the answer too, have the same issue. Any ideas?

It looks like this isn’t supported yet.

It should be as it’s stated in the documentation you can use “Offline” fonts in UMG :-\

This is not supported yet in 4.7.2.

https://in.kato.im/e56a08fd920e803fd5210ee9c25c75e9e62a74fa9784dd0d720a3c51e5fbc9eb/clip.png

Dunno where you found that in the documentation

https://docs.unrealengine.com/latest/INT/Engine/UMG/UserGuide/Fonts/index.html#fontsinumg

Currently UMG only supports Runtime cached font assets. Also, if you have assigned fonts using the old method, none of your existing file based font settings will be lost, however going forward, you will need to create a
Composite Font asset in order to use custom fonts with UMG.

It would be nice to see UMG support Offline fonts. I just finished writing up an importer plug-in for BMFonts…

If anyone is still looking for a way to do outlines and drop shadows with runtime fonts for use with Slate and UMG, please see my workaround here (which was implemented in 4.8 and requires one engine CPP file change):

Here’s an example of it in action - two runtime Slate fonts using outline + drop shadow:

https://forums.unrealengine.com/attachment.php?attachmentid=48338&d=1437093579

I’m still looking for UMG to allow use of Offline fonts. I have noticed a new setting in UMG Text that has “Font Material” under the “Appearance” section. Does anyone know how to use this properly?

As you said, right now there is a Font Material option, it works but not as expected, in Font Material you should set a “User Interface material” that is limited with just a couple of params usually like Color and Opacity. There is no way to make brights, fresnels, or things event more complicated (or I dont know how) :frowning:

Any news about UMG supporting “offline” font ?

Is this still working with 4.11? You gave code against the 4.8 source so I’m not sure if it’s still relevant or if there’s a better way to do it.

Hey bro. I would like to see that plug-in of yours at the asset store you know )

UPDATE: Unreal Engine 4.14.0 Now has native support for outlines. Check it:

Checking back on 4.16, still no hope.
Can’t believe UE4 doesn’t support something simple like this while most of the engines support.

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