Arabic version of Unreal Editor

Safa is saying for himself: that’s why that font looked smaller than Droid Arabic Naskh!

I think that using a diffrent font will solve this problem! (But hopefully renders right because Qt doesn’t renders the diacritics correctly).
Can you test “Noto Naskh Arabic UI” font? It’s height is smaller than Droid’s! Also it’s similar to Droid (Maybe they just forked it and dropped Droid Arabic fonts).
You can find the fonts here: https://github.com/googlei18n/noto-fonts/tree/master/unhinted.
Here how it looks. I really hope that you can change it (of course if it didn’t cause rendering problems), as I think you may be in a feature freeze or something :slight_smile:

Here’s the same screenshot using “Noto Naskh Arabic UI”. Does that all look correct?

The second set of lines only needed a sub-font scaling factor of 0.9, as opposed to the 0.55 I used for Droid Arabic Naskh. The basic fallback behaviour also seems to avoid clipping too.

Also, here’s some text I found on an Arabic “Lorem Ipsum” generator. How does this look?

Both looks correct! :slight_smile:
It must be an issue with Qt implementation then! (The bug which have some pictures: Loading...)
Thanks for your work!

Great! Thanks for the feedback :slight_smile:

Legal have approved using Noto, so that will be included with the next 4.11 preview release (preview 4).

You’ll need to change your editor culture to Arabic in order to activate Noto Naskh as the fallback font.


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I’ll have a look at this. I’m using the engine to render a real-time graphic for an Arabic language gameshow. I’m using blui to render text at the moment but I’d feel safer using umg in the long term. I don’t speak Arabic either - which has been interesting.

Also - is there a way for the engine’s logging font to display Arabic? My text comes in through a Unicode socket listener and when I’m debugging I just get squares in place of the Arabic characters. FYI I’m an English developer so switching the engine to Arabic would probably be more of a hindrance to me (if that’s the solution)
Edit - I think that’s what you were suggesting a few posts back

If you’re talking about the Output Log in the editor, then yeah, when the editor culture is set to Arabic we’ll use the Arabic fallback font for everything (including the output log). If you’re talking about the Visual Studio output window then that’s up-to Visual Studio to display correctly.

Yeah, I can see why that might be frustrating :slight_smile: We don’t have any Arabic translations right now, so all the in-editor text will still be in English when using Arabic. If I manage to get a composite font set-up for 4.12, then you’ll no longer need to change the culture to display Arabic correctly.

so if i made translations folder for AR will display it correctly ?

Are you talking about for your game, or for the editor?

Your game will be translatable, and will display the text correct (barring the limitations listed in an earlier post about single-line editable text).

The engine/editor for 4.11 will have a folder for an Arabic translation (as we’ve “translated” the default fallback font), however nothing in the engine/editor is actually translated into Arabic (I’d be wary of changing the contents of that folder directly, as our localisation provider might just clobber it).

yup i figured that :smiley:

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i’ll be working on improving Arabic for the coming months as my project main language is Arabic.

If you’re working with Arabic then you’ll definitely want to upgrade to 4.12 when it’s released, as there’s been a number of fixes and additions since 4.11 (editable text, including single-line text, is now fully functional and much improved, and we have basic Canvas support). Unfortunately it still doesn’t support all platforms yet, as we still need to build (which we upgraded for 4.12) for some of them, but hopefully we’ll get them all sorted out for 4.13.

Have you run into any issues so far (aside from the known issues from my 4.11 announcement post)?

well, it’s hard to pick any font except " *Noto Naskh - Droid ". Tried 1780 Arabic Font till now but useless, it just go blank or the weird letters
and Used a popular font web designers use " Jozoor " and crashed the Editor completely
beside the known issues **that’s all so far.

have you tried writing Arabic + English in the same line? acting weird in *DroidNaskh-Bold while after restarting the editor Jozoor Worked like charm

DroidNaskh-Bold

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same like with Jozoor

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What you’re seeing there is our “last resort” font, which just displays squares to let you know that your font isn’t set-up correctly.

Neither NotoNaskh or DroidNaskh actually support Latin glyphs. If your editor was set to English then you’d actually see valid characters there, as our localised fallback font for English is DroidSansFallback; however, since our fallback font for Arabic is NotoNaskh, and since NotoNaskh doesn’t support Latin glyphs, you’re seeing the last resort font (I don’t actually like that the active culture changes what you see when using a composite font asset - it’s on my list of things to fix).

This is what I see if I use some mixed text with NotoNaskh, DroidNaskh, and Jozoor (Jozoor does support Latin glyphs so it works fine) when my editor culture is set to Arabic.

If I go and edit my font assets so that they specify a valid font for the Latin character ranges…
ArabicFonts_NotoNaskh.png ArabicFonts_DroidNaskh.png

Then I see correctly rendered text :slight_smile:

I suspect most of the Arabic fonts you tested don’t actually support anything but Arabic glyphs, as many culture specific fonts are supposed to be used as part of a larger font set (for example, Noto is actually many different font files that are all designed to work together).

i think you’re right, thanks for the help :smiley:
i will search deeper if i saw any problems in the future .

Are you planning on supporting Arabic in TextRenderActor? Is this coming in 4.13?

Text Actors currently only work with offline fonts, and they’d have to be converted to use runtime fonts to work with Arabic. We have a bug about that, but it’s been backlogged for years, and I can say for certain isn’t fixed for 4.13, and isn’t currently on the roadmap for 4.14 or any known future version.

I might try and take a look at it one Epic Friday.

جاني صداع وما فهمت شي _

any update?

On text actors (no, no changes), or Arabic support in general?

good job guys if you need help on the language you can pm me :smiley: