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"

TextRenderActor, font and material behaviour

I've just tried to render text using a simple TextRenderActor. I've set a custom font under the "Text" section using the "DefaultTextMaterialOpaque" material and setting another font (any but the material default one RobotoDistanceField). With this setup there is no way that the font I set is displayed, instead looks like only the new font coordinates are used but the RobotoDistanceField font texture is being used anyways.

I've been able to display a custom font creating a new material identical to the DefaultTextMaterialOpaque and setting the default Font Param to match my custom font.

Is this the intended behaviour of the TextRenderActor and its param "font" or should it actually be replacing the material font too instead of just the coords?

Product Version: Not Selected
Tags:
more ▼

asked Jul 08 '14 at 07:01 PM in Rendering

avatar image

NoxWings
1 1 2 5

avatar image NoxWings Jul 08 '14 at 07:13 PM

alt text

First row: DefaultTextMaterialOpaque and RobotoDistanceField font (the default one inside the material)

Second row: DefaultTextMaterialOpaque and Custom font

Third row: CustomMaterial (just copy paste from default one but with the default font param changed also inside the material)

textactor.jpg (147.0 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi NoxWings -

Yes, you will need to change the Parameter as well as setting up a custom font material. This is intended behavior. Unless your font is laid out exactly like the default font. You can see this by opening up the Opaque Font Material and changing the parameter in the material.

Thank You

Eric Ketchum

more ▼

answered Jul 08 '14 at 10:03 PM

avatar image

Lovecraft_K ♦♦ STAFF
36.8k 702 260 736

avatar image NoxWings Jul 08 '14 at 10:34 PM

Thank you very much for your fast response.

Is there at least any way to handle this through material instances instead of having to create (copy&paste) the same material for each font?

I've used FontSampleParameter node in a parent material but I'm not getting any option to select the desired font in the material instance.

Related to this topic: https://answers.unrealengine.com/questions/64829/font-sample-parameter-in-material-instances.html

avatar image Lovecraft_K ♦♦ STAFF Jul 09 '14 at 08:02 PM

Hey NoxWings -

I understand your confusion now and have asked for some clarification on the exact workings of the font sample parameter. I will keep you informed

Thank You

Eric Ketchum

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
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