Getting letters to scale correctly.

Hey,

Every year I find myself back with trying to fit letters into widgets. As per usual, it’s an absolute nightmare and nothing works how it looks like it should.

I’m essentially trying to get the letters to show up on the wall in a large size.

Like this is what I’m aiming for eventually

OK, I don’t know how to write under the image, so I’ll have to do it as a reply.

But The idea is eventually to animate everything.

But for the time being, I’m trying to get my letters to take up the full wall. But either they are tiny in the corner or not scaling correctly.

My setup is currently

Actor - To place in the world.
Widget in actor - To store the individual letters (Either a horiz or uniform grid box)
This creates and stores.

Widget with individual letters - This has all the animations on the indvidual letters and is currently just a text box, I’ve tried scale boxes/size boxes, but the letters just act crazy.

Currently workings out.

  • A uniform grid spaces them out beautifully, But I can’t get the letters to fill the space without going too large or too small.

  • A horizontal box is good, but the letters won’t scale evenly.

  • I tried a scale box on both but couldn’t get them to place nice, tried a border and also a size box with them as well to try and force them into position.

I think like quite a few times before. Im going to have to literally just animate textures I make in photoshop. Ill update If I get anywhere.

OK so… Apparently, we can’t just blow texture letters up to wall sizes in unreal xD.

So for anyone needing this in the future,

Your options seem to be

  • Turn all your font letters into 3D planes/objects in blender And import them as meshes. :joy:

or

  • Learn how to render with SDFS, signal distance fields.

Honestly, when I started this the other day. I 100% gave it the “How hard can this be…it’ll be 5 minutes” And here I am 2 days later

You can also try using the plugin named Text 3D, which adds components similar to Text Render. It generates polygonal meshes instead of using opacity mask to output symbols.