How do I get font ttf working in WindowsNoEditor build?

From what I understand, slate can only be given custom text through adding a .ttf file to content, and then by referencing it inside of my widget source file. All of that works, and when I run in the editor, or from my project folder’s development build .exe, it works fine and I can see my font.

However, when I run the .exe in my WindowsNoEditor .exe, my text is the default UE4 text. Is this a known problem? Is there a way to fix it? Am I able to create a uasset out of the .ttf and then reference it in slate?

Are you including Slate and SlateCore in your build?

Yes I have

Hi fiea.ucf.edu,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.

This issue still exists on latest engine. UMG works fine, but any font referenced directly to Slate in c++ wants an absolute path to the font. This absolute project path doesn’t exist after a standalone build is made.