Johnveng
(Johnveng)
December 18, 2025, 12:56pm
1
I’m currently working on spawning splash text on an enemy when a trigger is activated. However, the text appears extremely blurry in-game. The font size is set to 24, and the actor’s scale is 1.0 at spawn.
Does anyone know what could be causing this issue, or how to fix the blurriness?
Hello there @Johnveng !
This issue pops up from time to time across the community, as there are multiple causes for blurry widgets. Here are a few solutions for testing:
Make sure your text/sprite is in high resolution, and following the rule of 2 (1024 or more should give you good results)
Review the scaling values in your widget, so it’s not overblown
Set your Compression Settings to UserInterface2D
Check your Scalability settings, medium values will definitely generate blurriness
For more details on these methods, please check the related threads below:
Hi,
I seem to be writing more questions than code at the moment.
I have added some sprites and a 3D widget to a character in the game. When I hit the preview button the quality of the image decreases to the point where the text on the widget is illegible and the sprites just look like garbage.
I have looked in to streaming, LOD’s ETC but can not find an answer. I have looked at anti aliasing options, mipmap settings and all sorts and cannot get them to stop looking awful.
Does anyone with ex…
I followed this tutorial to setup a menu like system. The text and icons that I use look good in the widget editor.
[image]
[image]
But once I have placed them in the viewport they look super pixelated / blurry. This effect is a lot worse on my button that uses a texture. No matter what size this texture is, it still looks awfull.
[image]
[image]
How can I fix this? I have already tried changing the blend mode to transparant instead of masked.
Johnveng
(Johnveng)
December 18, 2025, 6:28pm
3
Thank you for the reply!
I just found out what it was it seemed I had to set Widget space from ‘World’ to ‘Screen’.
When you add a Widget Component you can set it with the Set Widget Space function.