Happy 2017! We’re welcoming back the Unreal Engine livestreams with a special feature with Kuhlenschmidt. He’ll be on to show off the new UI Font Outlines available in 4.14 and also briefly talk about a new 4.15 update he’s working on. Plus we have a lot of news and spotlights to catch up on and some updates for the community in 2017! We can’t wait to see you all again in chat, so come on down and say “Happy 2017!”
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks!
I’ve been missing around with Fonts in UE4, and lately i came out with this [FONT=Palatino Linotype]Graffiti System that could soon be for sale:https://www.youtube.com/watch?v=9caNlBpmmWg
Question:
Right now text with font outlines is restricted to UMG/Slate. Are there any plans for true in world 3D rendering of text with font outlines?
Essentially something like TextRenderActor but with outlines. OutlineTextRenderActor?
It would be nice to render outline text “in world” for VR applications.
Yes it is possible to use the Widget component to bring UMG/Slate in world, however each widget component is a render target so if you wanted to have multiple pieces of text in different 3D locations, that would require multiple widgets which would kill performance pretty fast.
It seems like most of the hard work has already been done for the UMG/Slate support, all we need is a OutlineTextRenderActor that creates and positions quads for each glyph and fetches them from a font texture cache either based on (or directly use) the one built for the runtime cached font system in UMG/Slate.
This could also have the added bonus of enabling in world rendering of RTL languages (Arabic, Hebrew). These languages are not supported by the existing TextRenderActor since that uses the older offline cached font system.
Will it be online at some point? I barely caught the end Also, Thank you so much for these livestreams, it’s always a pleasure seeing you guys. Happy New Year!
In my experience, the youtube channel is always a little out of date. (2-4 weeks behind). I often catch livestreams after-the-fact, and I prefer youtube over Twitch archives. But I typically can’t watch it on youtube, because it isn’t there yet.
@CleanCut - they take a bit to upload sometimes although usually within a few days
but I’ve also had problems watching the Archived Unreal Streams on Twitch before too.
wouldn’t show at all, nothing but a black screen although oddly the commercials seemed to work fine, go figure, huh.
My biggest problem with twitch replays is that voice/video is occasionally off-sync by ~0.5s and it’s less responsive than youtube. Twitch replays do include the chat, which is nice though.
It’s already live on GitHub and slated for our next release (4.15 Preview 1). Unfortunately, it’s not really feasible for us to get it out any sooner than that.
I have a question. It was discussed a bit and it is off-topic as well. How is the HP bar in Paragon rendered? Is it a UMG on the ui or is it a UI component on top the mob?