Walhalla, in the zombies series in my signature, I made a new material for the font, and applied a strobe effect. If you want to see how I did it, https://www.youtube.com/watch?v=K5xv5NZEj9k skip to 27:30 in the video.
thanks for your reply, but thats not quite the thing i needed.
As i said, i can apply materials to Text like you have done or even on WidgetComponents in WorldSpace too. But what UMG is missing(or i miss to find until now) is the “TextMaterial” for ScreenSpace Widgets.
This feature is available in the 4.9 version of the engine. You will need to make sure that the material that is added to the font is using the User Interface domain. I hope this information helps.
Is there some rules on how to create the material that will be used as fonts?
Like it must be opaque and default lit, or other rules?<br>Because I just create some material using unlit shading model and translucent blend mode, the text in that widget does not show at all. I tried opaque and default lit, and it still does not show.
So what are the rules in creating materials for fonts?