How to achieve UMG font blur effect

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When the button is not selected, the font will be blurred. When the button is selected, the font will be clear and there will be a gradual change process

Use Background Blur widget, anything underneath it Z-wise will be blurred. And it’s driven by Blur Strength float and can be animated since the key is exposed.

It will blur the background, too, though:

Image from Gyazo

Thank you so much for your reply and advice,But this widget has obvious frame, how to only blur the font

Did you figure something out that solely blurs the font/text without showing any frames?

I know this is very old and im going to notify a few people who have completely forgot about this but… I was able to make a text blur and even go as far as making a soft drop shadow using a really old web development method for blurring things.

Basically the method is simple. clone the text widget several times, set an opacity on them, and rotate the xy coordinates of the clones in a circle. This creates a pseudo radial blur effect. Now this is obviously not efficient in even the slightest because it requires more than a few clones. the best version of this typically requires 15 clones. But the outcome is a blur of just the text or the way I use it is for creating glows. Where I stick the blur text behind a non-blurred version.

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Here are the nodes I used to make this happen.

First I created a pool of text widgets with ConstructObjectFromClass node which allows me to use the built in text block. Then I loop through the pool and apply the rotation, and opacity of each text block. at the end I just append the result to an overlay. Just the first two sequences is enough to blur the text, the final is the layer on top which I use for my glowing effect.

I created a custom pure function that transformers the xy coordinates around a circle with a given radius.

Thats it! but like I said this is cloning widgets so its very bad on perf and should only be used sparingly. At the time of writing this there is STILL NO OPTION to do this. but apparently after 25 years of development Epic is finally allowing emissive shaders on text to work properly on 5.6 coming out soon.

Another possible solution to this would be to use a render target and to apply a blur to the resulting material of the RT. But I dont have the CPP skill for that…