HTML5: UMG font missing and lightmass artifacts

Hello again, I’m starting to test my game for several platforms, I have found several issues for one of the main platforms: HTML5.

For some reason the font embedded in the project is displayed at the windows build, but not at the HTML5 build as you can see in the next pics:

Also, as you can see, there are several lightmass artifacts. I have for every mesh a custom UV map with no errors at build. For some reason too: I get those artifacts in my landscape as you can see in these pics:

The last issue I’ve found is that when you trigger a “low setting” in the options menu, in the windows version nothing bad happens, but in HTML5, my landscape disappears permanently:

Please, if you can tell me how to solve these issues, I’ll be eternally grateful :slight_smile:

Hey ,

Thank you for taking the time to explain the issues that you’re currently seeing with your game on HTML5.

In regards to your UMG issue, are you using a custom font? If so, what folder are you storing your fonts under? Also, both the lightmass issue as well as the landscape issue have previously been bugged. The lightmaps not rendering correctly in HTML5 has been fixed internally, but it’s not released yet and I do not have an estimated time frame on when this will be released to the public. The issue around the painted landscapes disappearing is also a known issue, it’s currently not resolved and I am not sure how long it will take for the developers to resolve this issue. However, the report currently says we’re aiming for 4.8, but that could change depending on other priorities within the editor. I wish I could give better insight regarding how long these will take to be implemented, but at least know we’re aware of the issues, have fixed one and the other is waiting to be resolved.

Please let me know more information about your UMG font issue, so that I can further assist you. While I am waiting for your response, I will be trying to reproduce a similar situation with the fonts.

Thanks!

hey there Sam! If you can rush those fixes for 4.8, I’ll be your eternal slave, 'cause this game must be really on HTML5 D:

Now, this is the font folder structure: ProjectGame Folder → UMG folder → Font file.

Hey ,

Unfortunately, I am not able to rush the fixes, the developers sent their implementations by priority for each hotfix or update in the engine.

Although, I have verified that there is an issue with custom fonts for HTML5 games. I have submitted a report to our developers. If you need to check on this report, feel free to reference: UE-14404

Have a wonderful weekend!

Oh crap… well! Gotta wait then, have a nice weekend too!

Have you tried using a rasterized image of the text rather than relying on the font itself?

the idea of using fonts is to avoid extra size on the project, but that will work too

Update: Offline Fonts doesn’t work with UMG

Hey ,

I have checked on the bug entered for this earlier, the issue has since been resolved by our developers. We’re expecting it to be released with 4.8. If you have any further questions, please reply back and I will assist you further.

Thanks!

nice! Ty Sam, so the landscape issue is solved, how about the fonts? Since texture fonts aren’t supported by UMG right now?

Hey ,

Yes, both of these issues should be fixed with 4.8. If you notice that there is still an issue, please comment back here and I’ll assist you further.

I appreciate your assistance, thanks! :slight_smile:

Hey Sam! The landscape still have a lot of issues regarding HTML5, still going missing and colors not being placed where they belong to :confused: In editor everything works tho’

Hello ,

Which version of the Engine are you working within? I see that the from this post has since been resolved for 4.8.

I appreciate your assistance, thanks!

I’m using 4.8 Preview 4

Hey Sam, any news about this?

Hey ,

Currently, UMG only supports Runtime cached font assets. Please compare your HTML5 screenshots to the Mobile Previewer and not the editor. Also, using offline fonts is the old method.

Here is some [documentation][1] regarding fonts.

Have a wonderful day! :slight_smile:

Text Formatting and Fonts in UMG for Unreal Engine | Unreal Engine 5.1 Documentation

I know that already, the font issue was solved, not the landscape one. I manage to make a turn around by exporting the landscape into 3D Studio , texture it in there, optimize it and re-import it.

Hey ,

I apologize for misunderstanding your last posts. I did not notice the picture you included 4 days ago, because it was mixed up above, rather than in order, like your other comments.

So from my understanding, you were able to export your landscape from UE4 to 3DSMax and you textured it there and re-imported it into the Editor and it’s working exactly as expected now?

Thank you.

No problem, don’t worry about it and yes: I did exactly that. I even used ProOptimize to reduce the mesh (which worked like charm) to fit the mobile/HTML5 65k verts limit.

Hey ,

The way that you corrected your landscape is likely the best way to achieve it at this time. I’m glad that it has worked for you. I just looked into our bug reports and it looks that the landscape issue in HTML5 isn’t going to be resolved until 4.9, this bug report is listed as: UE-15719

I hope you have a wonderful day. :slight_smile: