How to increase thickness of Text Strikethrough effect

There seems to be very little info online about the Strike Brush option for Text or Rich Text in UMG. Does anyone know how to increase the thickness of the strikethrough effect? Thanks!

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I thank God for showing me a simple workaround!!

  1. Instead of using the Strike Brush, select the Text Block in the “Hierarchy”, right-click and choose “Wrap with”. Choose Overlay.

  2. Next, add a Border to that Overlay and name it as you wish (I named it “Strikethrough”).

image

  1. Set the Horizontal Alignment of the Border to “Fill” and the Vertical alignment to “Center”.

  1. Now increase the Padding of the Border to make the strikethrough effect as thick as you want.

  1. I also increased the left and right Padding for the Text Block, which allows the strikethrough effect to extend past the Text Block’s edges.

  1. Toggle the visibility of the Border using a Set Visibility node based on your needs:

You now have easy strikethrough text in Unreal Engine! :smile:

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thanks. how come you increased padding for making it expand? it works reverse to me, I have to decrease slot padding to make it longer

also, I can’t seem to make the strike border adjust to be as wide as the text:

You’re welcome!

If you want the Strikethrough effect to be thicker, make sure you adjust the Border’s “Padding” under the “Content” category, NOT the “Padding” under the “Slot (Overlay Slot)” category:

If you want the Strikethrough effect to be longer, you can increase the “Padding” for the TEXT Block under the “Slot (Overlay Slot)” category:

However, the above method works best if your Overlay has its “Horizontal Alignment” set to something other than “Fill”:

If the Overlay’s “Horizontal Alignment” is set to fill, then the Strikethrough through effect will stretch ALL the way (which may or may not be what you want). :grinning:

I hope this helps!

This doesn’t really solve the problem, and you still can’t freely use strikethrough in rich text.
This is the solution I found, if you compile from source:

  // Add this to SlateTextUnderlineLineHighlighter.cpp 
  // FSlateTextStrikeLineHighlighter::GetLineMetrics()
  // Which is also compatible in
  // FSlateTextUnderlineLineHighlighter::GetLineMetrics()

OutLineThickness = static_cast<int16>(LineBrush.ImageSize.Y);
OutLinePos += OutLineThickness/2;

Then just set the image size of the line brush and have fun!

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Do I still have to use this method for version 5.6 in 2025 :frowning:

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Sorry I don’t know the answer to that, I haven’t installed 5.6 yet. :grinning_face_with_smiling_eyes:

I’m currently using 4.27.2 as the physics asset simulation in that version is consistent at ALL framerates, whereas in UE5 the physics becomes stiffer and stiffer above 60 fps.

However, one good improvement in 5.6 is that Lumen can finally be enabled in DirectX11 via a console command (in the project’s DefaultEngine.ini), because in 5.5, Lumen support had been removed from DirectX11 projects.

To enable, add the following to your project’s DefaultEngine.ini file under [/Script/Engine.RendererSettings]

r.Lumen.Supported.SM5=1

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You can also use a Progress Bar for this and animate the percentage value when the objective is complete.

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