x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Font doesn't work, can't find?

I'm trying to just create some basic text on the screen for the conversation system for the game I'm working on. This is what I have so far:

     FString pathSource = FPaths::GameSourceDir();
     
     FString fontPath = "" + pathSource + "The_Battle_of_Maldon/Resources/Fonts/Baron Neue.otf";
     
     ConstructorHelpers::FObjectFinder<UFont> FontObject(*fontPath);
     
     UFont* font = FontObject.Object;

     Canvas->DrawText(font, text, 1, 1);

It seems to be unable to find the font at that path, any ideas?

Also can someone point me to a normal windows font or something, just to clarify that the font works.

Product Version: Not Selected
Tags:
more ▼

asked Jun 29 '14 at 09:52 PM in C++ Programming

avatar image

Belven
90 19 35 46

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Using UPROPERTY()

I recommend making your font asset ptr a UPROPERTY and then blueprinting the class where you store this ptr

then you can change it any time and you dont have asset paths hard coded.

 /** Main Font! */
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=VictoryHUD)
 UFont* VictoryFont;

put this in the .h of a CPP class and then blueprint that class in the Editor, and make sure you are using the Blueprinted version

Easiest thing would be blueprinting a Player Controller class or HUD or Game Mode

I have wiki tutorial on that here:

https://wiki.unrealengine.com/Game_Mode,_Linking_to_Player_Controller_Blueprint

:)

Rama

more ▼

answered Jun 30 '14 at 03:39 PM

avatar image

Rama
10.6k 445 343 1083

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question