I’ve found a few old topics discussing the use of bitmap (i.e. offline) fonts in UMG, but most of them are simply “you can’t do it” - I haven’t been able to find a solution to actually using them. It seems that most people’s use case was creating custom styles, which is addressed via the font material system, so the limitation doesn’t get much discussion these days.
I’m trying to make a PS1 retro-inspired game and, obviously, having smooth fonts doesn’t match the aesthetic. Bitmap fonts seem to be the best solution to this, but they don’t work work with UMG. I’ve thought of a few possible workarounds:
- Render the entire UI at a lower resolution, if this is possible (I’m already using renderscale to drop the internal render resolution)
- Use the font material system - I’m not sure it can achieve the pixel-y effect though?
- Use some hackery with the decorator class to replace each letter with an image; this seems like an overkill solution though and requires C++, which I have no knowledge of
So has anyone managed to pull off a pixellated font look, without using C++ / Slate to drive it? I’m aware that workflow still supports offline fonts, but I really can’t build my entire UI that way.