# 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:** 1\
**Showing post:** 2

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**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

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