Hello, How is it possible to draw a variable Text?
Even without localization, that’s not a problem.
I have tried some things:
Use Print String function, which actually works but it’s not so good loking (also because it has a fixed position on the screen)
Tried to edit the Character putting in front of the camera a box which should handle an instanced material whic has for every sentence a different texture which defines its opacity according to the letter’s position (Which is a very loooong work)
Tried to Interacte with HUD, everything it’s fine but if i call Draw Text from Blueprints, it doesn’t work and gives me a warning which says that I have to use Draw function only with DrawHUD Event. This one can be used only in HUD, so I tried to use only this for dialogues, but actually, if i put a branch which checks where’s player position and then fires off text and sound, it emits only the sound and no text.
Make sure you make a new HUD BP and assign it to your gamemode BP so its actually used.
Other than that having a drawtext node coming straight of Recive DrawHud should work. Just set the text colour, scale (if this is 0 it’ll cause your FPS to drop) and make sure you select a font or nothing will show up.
I was wondering if any of you have come across the need to drop text on top an existing material that is being drawn by the HUD? I have an item inventory with stackable items that I want to draw some text on top of icons but for some reason it always draws the text behind the inventory. I have tried a few things like reordering the draws and some other stuff but nothing seems to work.
It should just be a matter of drawing the Text after you draw the inventory textures. I have hotbars that draw text over the top and I just tried putting the draw text before it and it draws it underneath (invisible), but it’s fine if it’s after.