I find I’m unable to use imported fonts. I’ve imported a font and it looks find within 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 font, string no longer renders. If I try to assign my font to a Font in material, it tells me “Invalid Font Page 0. Max allowed is 0.”
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 cryptic “Invalid Font Page” error (UE-7553). For now, you’ll need to use an offline cached (bitmap) font with text actors.
any updates on this? Runtime fonts still don’t work for materials (“Invalid Font Page”) and if I try to use offline cached bitmap fonts, they created material is all white:
bug report that Jamie mentioned (UE-7553) has been marked as Fixed for 4.8. Can you test this in 4.8 Preview 4 and let us know if you’re still experiencing this issue? Thanks!
Error [SM5] (Node FontSampleParameter) Font > Font ‘Roboto’ is runtime cached, but only offline cached fonts can be sampled
I’m not sure to understand what was fix. Seems like only description has changed, for rest it’s exactly 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. alpha needed to be plugged on Gray connector instead of red one. red one work with default fonts but not one I use.
Though I have another problem, text ingame is messed up… I guess coordinates for letters are incorrect.
EDIT : Ok, It works totally fine now !
last thing to set was Compression Settings in font properties. I’ve set it to DistanceFieldFont (R8). Not sure what it does or if I do it proper way but result works so…
I am happy to hear that you have gotten your font working. I am going to mark down your last comment as an answer. If this issue persists, please feel free to reopen this issue by posting a reply.