In Tappy Chicken the font used is white with a black outline. How can I go about making that look?
To add an outline to your custom font:
- Import your desired font (see here for importing).
- In the font editor, select the page(s) of font you want to modify.
- Click ‘Export’ and choose a destination for the exported file (the file will export as a .tga).
- Open and modify the .tga in your editor of choice (I use Gimp).
- After making all of your modifications, in the UE4 font editor click ‘Update’ and select your just modified .tga.
I must be doing something wrong. This leads to all white TGA files ![]()
Anyone found a solution to this yet? I too get white TGA files.
You could try doing the outline on the existing font by using the distance field. I go over a similar technique in this thread:
basically you would do something like “distance” where A is the font alpha, B is your outline center location. Then multiply by a parameter for thickness and clamp. Then use that as a lerp alpha to control the color of your outline.
In terms of the other issue, I setting it to generate distance field alpha may be what is stomping the values with the distance field info.
If you could post an example for the outline here i would be forever grateful .
I managed to replicate the “text effects” material but i only want an outline so my text does not look “flat”. I tried to follow your advice here, but for the love of me i am having a hard time figuring out anything by my own regarding materials that is. ![]()
How do you apply this Material to the font?
By applying it as the material to a text render component. This is only for text render components, it won’t work inside of umg as far as I know.
In TGA file look at alpha chanel, there is image of font.
I did a drop shadow effect by drawing the same text in black first at a 1 pixel offset. Works pretty well.
figured out a solution for the white TGA files
Cheap and easy hack: big font, little font.

