I find I’m unable to use imported fonts. I’ve imported a font and it looks find within the content browser and font editor. I’m trying to use a given .ttf font in a text render actor. If I create a text render actor, and chance the font, the string no longer renders. If I try to assign my font to a Font Param in the material, it tells me “Invalid Font Page 0. Max allowed is 0.”
I don’t appear to be the only one with this problem:
Unfortunately, runtime cached (composite) fonts don’t currently work with text actors (only Slate/UMG, and Canvas), and we have a bug internally about improving the cryptic “Invalid Font Page” error (UE-7553). For now, you’ll need to use an offline cached (bitmap) font with text actors.
Error [SM5] (Node FontSampleParameter) Font Param> Font ‘Roboto’ is runtime cached, but only offline cached fonts can be sampled
I’m not sure to understand what was the fix. Seems like only the description has changed, for the rest it’s exactly the same behavior. Runtime not supported and importing custom font will result in a fully white material. Is there an alpha thing to be aware of or?..
Figured it out why it was plain white. The alpha needed to be plugged on the Gray connector instead of the red one. The red one work with the default fonts but not the one I use.
Though I have another problem, the text ingame is messed up… I guess the coordinates for letters are incorrect.
EDIT : Ok, It works totally fine now !
The last thing to set was the Compression Settings in the font properties. I’ve set it to DistanceFieldFont (R8). Not sure what it does or if I do it the proper way but the result works so…