How can I give a glow effect to my UI TEXT

Hello Everyone!
I m trying to give to my UI Text a glowing effect but I havent found a way to do this correctly. I ve followed many tutorias online but nothing useful.
Any suggestions?

Hi @NickGames450

I found this post that might be useful for you.

Another user also mentioned that it can be done in C++.

Also, this tutorial, even though it’s old, could work

Documentation abour Font Materials and Outlines

https://dev.epicgames.com/documentation/en-us/unreal-engine/font-materials-and-outlines-in-unreal-engine?application_version=5.1

Hope it helps!

Allright so after some hours in engine, actually knew what I want to do but had some trouble to work it out in terms of the underlaying tech however think I got something that you might like.

Before make sure Engine→UserInterface→EneableDistanceFieldFontRasterization

On Your Font Atlast make sure its Runtime and SDF

Make a new material Domain→UI, Blending →Transparent

Here is the material simply adjusts the glyphs SDF stop line adding some opacity to it.

On your widget add a text component→Assign the material newly created (Mine’s name UnlitTextBlur) and check the box “Material Is Stencil”

Ofcourse can be improved as outline only glow, inner and outer glows too.

Results

ezgif-7ede2f9d591db9

Let me know if its something you like :slight_smile:

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Hey thank you so much for taking the time to do this!
I cannot seem to find this option in my Engine→UI.

Are you using plugin or another version of ue? Im using 5.2.

Hey! Thank you so much for the response!
I tried this but it doesnt look as good on my specific font, it doesnt work like the guy is showing unfortunately.

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Hi,

SDF ( Signed distance field) available 5.5+

In Unreal Engine (UE) 5.5 and newer, you can use signed distance field-based text rendering for any UI (user interface) text. This includes conventional signed distance fields and multi-channel signed distance fields (MSDF), which preserve sharp corners.

Hey, I am using UE 5.6.1 and I’ve tried what you explained but it looks like this for me:

Did I miss something?

/////////////////////////////////

There was just one thing odd in your explanation:

For the font, I use Roboto (the UE internal one). It is set to “Runtime”, but there is no “SDF” property or anything similar so set like you stateted (“On Your Font Atlast make sure its Runtime and SDF“).

But besides that, I did every step you showed us. Here is my material:

I Really hope there is a solution to this. Thank you so far.

Enable SDF for fonts here.

Font asset and FontFace different files and definations

On your font face enable distance field rendering

On your font make sure runtime enabled

Make a material and assign SDF

This should look like something this

We can clearly see font is being rendered as SDF

After that on hlsl graph you can play many aspects of the SDF


It doesn’t have to be like this however its okish.

I can make same font a bit bulky and comic

Or can do a neon font material change on sdf

All done 5.6 3rd Person fresh template of engine.

It’s generally about what you want to do it. Think SDF and MSDF as countours of a shape’s representation in mathematical form. When you render a font in SDF simply we can have many aspects of it almost vector form even can do much more than that.
So if you want a huge glow in your text etc then you should choose a font that has enough glyph spaces.

The white boxes you see is something we should see already, its the glyph itself. Check your settings and material tweaks are right.

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YES YES IT WORKS!

I didn’t see Font “Face” and just looked in the regular font-asset for SDF!

Thx alot!

1 Like