How do I set the font size of the UMG ComboBox (String)?

I’ve been playing around the with new UMG ComboBox (String) widget and I haven’t been able to find out how to set the size of the font in the widget, it always comes out really small. What can I do to resolve this? If it would take C++ I can do that if necessary.

1 Like

I need this answer, too.

Yeah this doesnt seem to have a font or appearance setting…

Hello ,

It appears that you are correct. Thank you for your input and time. I have submitted a feature request ( UE-5489) to the development team. I will provided updates with any pertinent information as it becomes available.

Make it a great day

Thank you!

Yeah that would be nice. I can’t wait to see all the new stuff you can do with UMG in 4.6 because its already ■■■■ powerful :slight_smile:

As far as I’m aware this still hasn’t been fixed in 4.6, but in case you haven’t already got a way around this, I’d recommend maybe using 's tutorial for a scrollable/clickable list of items: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

It provides a good alternative.

Great. Will be nice to see comboboxes getting the same love text-blocks do.

Also, please give that same love to the combobox list window and not just the displayed choice. :slight_smile:

Has there been any progress on this? I could also do with being able to scale the size of the open combo-box list; its far too small to be useable on a mobile touch device. It would be handy to be able to change the appearance of the dropdown list too.

Hello Hulkysaurus,

I went ahead and doubled checked the status of this issue for you. It would appear that this issue has not as of yet been resolved.

Make it a great day

Please add another +1 vote from us. Seems like font size is quite an omission from a UI editor.

This is a quite old question, but i think i found the solution without needing using C++ :slight_smile: .

The key is the OnGenerateWidget event of the ComboBox (String). You can use it to use your own widgets when the
ComboBox’s ScrollBox is created.

I followed these steps:

  • Create a new Widget (i named mine “ComboBoxItem”) and, after deleting the Canvas, add a Border, a ScaleBox, and, inside the ScaleBox, add a Text. Doing so, the Text will scale to fill the ScaleBox. Now, we set the Text “Is variable” check to true.

  • Now, in our ComboBox (String), we need to go to the Events section and bind a new function to the OnGenerateWidget event.

  • Lastly, in the new function, we have a String input parameter (the item that is being added to the ComboBox’s ScrollBox) and a Widget output parameter. We now create a new instance of our ComboBoxItem, and assign the function input parameter to its label’s text. We only need to return the created widget and, that’s it!

Here is my ComboBox as a sample:


And the ComboBoxItem i made:


See ya!

1 Like

This looks like the only workaround for now, but I cant get it working. It seems the only thing I can’t figure out is the “and assign the function input parameter to its label’s text.” bit of the last step. I cannot, despite setting the textbox to isvariable, get it to be accessed by the function in the menu. I cant do a “set” on it. Any ideas?

Edit: tried this:

http://i.imgur.com/0UD1OHQ.png

But the text on the comboboxitem widgets (which it does create correctly) are empty.

http://i.imgur.com/ucXBsDC.png

If i have understood your doubt, the TextBlock has a SetText function to modify its content.

See ya!

Hmm… how did you create the combobox item?
Maybe the widget, or the text, is too small.

Here is mine:


Also, i have re-read my guidelines and i forgot to specify that, before adding the ScaleBox, i added a Border (so, i can set a background).

See ya

Ah there we go. The issue was I had used TextBox, not Text. I didnt see “Text block” in the pallete to choose, didnt realise it’s name changes once added to “block”.

Everything works perfect now, here’s a screenshot fo the setup for anyone else who needs it:

http://i.imgur.com/UnlkTbc.png

http://i.imgur.com/K7nw3ZS.png

I’m glad of hear it :slight_smile: .

I have updated my post with the ComboBoxItem image and replacing the TextBlock references with Text.

Let’s hope the UE4 staff give us the possibility to edit the font settings of the ComboBox in the future.

See ya!

Adding my voice to this: bump

Hello ,

I went ahead and doubled checked the status of this issue for you. It would appear that this issue has not as of yet been resolved. However, I went ahead and bumped up the community interest.

Make it a great day

Thanks ! Much apreciatted