# Font doesn't work, can't find?

**URL:** <https://forums.unrealengine.com/t/font-doesnt-work-cant-find/287035>\
**Category:** Rendering\
**Tags:** font, canvas, unreal-engine, CPP, question\
**Created:** [June 29, 2014, 9:52pm UTC](https://forums.unrealengine.com/t/font-doesnt-work-cant-find/287035 "2014-06-29T21:52:33Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![Belven](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Belven](https://forums.unrealengine.com/u/Belven)\
**Post date:** [June 29, 2014, 9:52pm UTC](https://forums.unrealengine.com/t/font-doesnt-work-cant-find/287035/1 "2014-06-29T21:52:33Z")

</div>

I’m trying to just create some basic text on the screen for the conversation system for the game I’m working on. This is what I have so far:

```
    FString pathSource = FPaths::GameSourceDir();
    
    FString fontPath = "" + pathSource + "The_Battle_of_Maldon/Resources/Fonts/Baron Neue.otf";
    
    ConstructorHelpers::FObjectFinder<UFont> FontObject(*fontPath);
    
    UFont* font = FontObject.Object;

    Canvas->DrawText(font, text, 1, 1);

```

It seems to be unable to find the font at that path, any ideas?

Also can someone point me to a normal windows font or something, just to clarify that the font works.

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [June 30, 2014, 3:39pm UTC](https://forums.unrealengine.com/t/font-doesnt-work-cant-find/287035/2 "2014-06-30T15:39:29Z")

</div>

#Using UPROPERTY()

I recommend making your font asset ptr a UPROPERTY and then blueprinting the class where you store this ptr

then you can change it any time and you dont have asset paths hard coded.

```
/** Main Font! */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=VictoryHUD)
UFont* VictoryFont;

```

put this in the .h of a CPP class and then blueprint that class in the Editor, and make sure you are using the Blueprinted version

Easiest thing would be blueprinting a Player Controller class or HUD or Game Mode

I have wiki tutorial on that here:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

🙂

Rama
