void UText3DEditorFontSubsystem::OnAssetLoaded() calls LoadSystemFonts everytime we start the editor, which imports a bunch of fonts we don’t need or want people using. Any harm in turning this off? And do you see epic making this a config option in the future?
I was able to confirm the behavior you described. In UE 5.6 and 5.7, UText3DEditorFontSubsystem::LoadSystemFonts() is called during editor initialization and it enumerates and registers all system font families. On Windows, this results in 100+ system fonts being registered.
In UE 5.5 (when the plugin was still experimental), this behavior was more limited. However, in 5.6, 5.7, and a recent source build from UE5-Main (CL 50708264), the current behavior remains unchanged and all system fonts are loaded by default.
As a workaround, if you’re on a source build, you can make this optional by gating the call behind a config setting in UText3DProjectSettings:
// Text3DProjectSettings.h
/** Load default system fonts on startup */
UPROPERTY(Config, EditAnywhere, Category = "Text3D")
bool bLoadSystemFonts = true;
With that guard in place, Text3D continued to function normally; system fonts were not loaded, and only the project fonts appeared in the picker (as expected).
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Please let me know if this information works for you.
thanks Francisco! Luckily we’re on source so I just commented out the system font load completely- I just wanted to make sure it wouldn’t have unintended consequences. If this setting goes into a future engine version, we can make sure to turn it off nicely.