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Text of UMG text widget not showing in iOS package


I am using UMG to create a UI with multiple Text (TextBlock) widgets. The text is perfectly showing in the Unreal Editor, every preview and my HTML5 package. Only at the iOS build the text is not showing up although it is taking up space (I do not change the font color or alpha value at any time).

Any ideas why my text is not showing up with the iOS build?

I am using UE 4.6.1

Product Version: Not Selected
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asked Jan 13 '15 at 06:30 PM in Rendering

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avatar image trutty Jan 27 '15 at 10:24 AM

I am using the font Roboto, which is the default Engine font. I noticed that GEngine->AddOnScreenDebugMessage(...) works fine to print text to the screen. Still, displaying text with UMG does not work, although the font gets packaged in my ipa/app package and I do not get any errors/warnings

avatar image Rudy Q ♦♦ STAFF Jan 27 '15 at 03:22 PM

Hello trutty,

I have a few questions for you that will help narrow down the issue that you are experiencing.

Quick questions:

  1. Can you reproduce this in a clean project?

  2. If so, can you provide a detailed list of steps to reproduce this issue on our end?

  3. What type of device are you using exactly and what version of its OS is it running? (example: iPhone 5S with iOS 8.0.1)?

  4. Could you provide screen shots of any blueprints that you are using?

  5. Could you provide a screen shot of the issue you are having?

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Compiling the package with the emscripten optimization option -O3 fixed the problem. Everything is now as it should be. Seems like the option -Oz (as used by bCompileForSize) optimizes a bit too much.

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answered Jan 27 '15 at 10:36 PM

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avatar image grisevg Mar 07 '16 at 08:34 PM

What emscripten has todo with iOS?

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