[Discontinued] UMG Rich Text Box

It looks like an awesome plugin, is there any chance it could be updated for 4.15? Thanks!

Kelen, just follow instructions in this thread and you should be good to go.

Sorry, I must’ve missed it, thanks!

Could someone please provide some info on how to get this working for someone without any c++ knowledge?

there is no direct solution unless someone will compile a plugin for you.

Who wants to use this widget simply copy source from to your project:

from:

E:_\Epic Games\UE_4.15\Engine\Source\Runtime\UMG\Private\Components\RichTextBlock.cpp
E:_\Epic Games\UE_4.15\Engine\Source\Runtime\UMG\Public\Components\RichTextBlock.h

Replace UCLASS(Experimental) to UCLASS()
and rename RichTextBlock to RichText everywhere

compile, and use as a normal widget

And do not forget to add modules in .Build.cs

PrivateDependencyModuleNames.AddRange(new string] { ā€œUMGā€, ā€œSlateā€, ā€œSlateCoreā€ });

This looks really interesting… something that should be merged into the game engine!! :smiley:

Out of interest, what are the chances of supporting inline sprites like TextMesh Pro has in Unity?

Btw, the source doesn’t have a license file. Which license is it? MIT?

It’s copied from the engine source so the license will be as per Game-Engine-Technologie von Unreal - Unreal Engine

IANAL TINLA

Hi,

I use this plugin in my project and it works great, good job :slight_smile:
The thing is, when I packaged my game, it seemed like the plugin wasn’t there at all, so I came back to this post and added the dependency module in my game build. The client correctly runs the plugin, and everything works, but the server shows me a error, whatever the configuration build is:

If I press Ok, the server still launches correctly and I can play.

I tried to add the roboto uasset from my engine to the packaged game, but it didn’t work, the warning was still there.

Anyone has an idea?
Thanks!

I’ve been trying for hours to try to get this to work, but no success. If someone could help me out I would really appreciate it.

Hi Delicious, what doesn’t work as intended? Do you have a full blueprint project? Did you install the plugin? Is this a problem with the packaged game?

Hi, I have a Blueprint project. what do I need to do to make it compatible with 4.15

I didn’t know how to make it, but I think Syntopia described the steps pretty well:

If you have a full blueprint project, you first have to generate the C++ code for you project. To do so, you have to create a C++ class in your content folder (via the editor), it will automatically generate what you need (the editor may ask you to download Visual Studio 2015 first if it’s not already installed, do it).

If these steps seem too complicated for you, you have several options:

  • Install Unreal Engine 4.13, so you can use the plugin simply
  • Find another plugin to do this (I don’t know any, but maybe…)
  • Wait for someone to recompile the plugin to 4.15

Hope it helped!

I have done this but it now tells me to rebuild from source.
I’m not sure if I’m supposed to copy the plugin’s RichTextBox.cpp into the Engine’s RichTextBlock.cpp

Well, I didn’t try this tutorial, so I’m unable to help you, sorry…
Maybe someone else will?

Can someone post a compiled version for 4.16.2 please ?

Open Plugins\UmgRichTextBox\Source\UmgRichTextBox\Private\RichTextBox.cpp in an editor, and replace the URichTextBox class’s constructor on lines 8-24 with this code,


URichTextBox::URichTextBox(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	if (!IsRunningDedicatedServer())
	{
		static ConstructorHelpers::FObjectFinder<UFont> RobotoFontObj(TEXT("/Engine/EngineFonts/Roboto"));
		Font = FSlateFontInfo(RobotoFontObj.Object, 12, FName("Regular"));
	}

	Color = FLinearColor::White;
	LineHeightPercentage = 1;

	ShadowOffset = FVector2D(1.0f, 1.0f);
	ShadowColorAndOpacity = FLinearColor::Transparent;

	Decorators.Add(ObjectInitializer.CreateOptionalDefaultSubobject<URichTextBlockDecorator>(this, FName("DefaultDecorator")));
}

that will fix the error for dedicated servers.

The error says that font is missing. Technically, server does not work with UMG, it is client’s side; thus, server side might not have fonts.

Wow, thank you very much for that! :slight_smile:
We don’t have the same plugin version, so I just added the IsRunningDedicatedServer() condition for the font setting up, and that does the trick, thanks!

I didn’t think I’d get an anwser for that :slight_smile: