Inside Unreal | Intuitive Material Building with the UI Material Lab

WHAT
UI materials can be intimidating, especially for beginners and for artists who are used to different software and workflows. The UI Material Lab project is an extensive collection of Material Functions and techniques to help you learn UI Materials, expand your library and speed up your Material creation process. Join the livestream, download the free project (it launches same day as the show!) and follow along as Irene and Pavlo from the Fortnite UXUI team show how you can make your UI come to life by mixing and matching material functions creatively and intuitively, regardless of your level of expertise!

WHEN
Thursday, April 27th @ 2:00 PM ET - Countdown

WHERE
Twitch
YouTube

WHO

Irene Zanon (She/Her) - Senior Technical UI Designer
Pavlo Grubyi (He/Him) - Tech UI Design Director
Tina Wisdom (She/Her) - Community Manager - @TheUnWiseTina

If you’re unable to make the show, all livestreams can be viewed afterwards on-demand .

13 Likes

Hi Everyone!
I saw the presentation a few weeks ago and it was very interesting
I had a question and would like to understand if there is a method to implement something like this:
Since we are dealing with UI, very often we find ourselves working with text that is either a font or a texture, but the texture as Irene explained in the presentation is heavy and cannot be easily scaled for all monitors (except for maybe some render target and 2d scene capture stuff but I do not think is the best approach) and fonts that (from what I know) cannot be implemented in materials and therefore it is not possible to apply interesting graphic effects.
I saw that there are nodes (such as debug scalar values) but that use textures.
It would be interesting to have something like an SDF text or a font material node.
Is there anything I’ve missed?
Thanks!

Hey Ale3D,
I think for your case it would be best to use the standard UMG fonts with font materials. This way you can set up some nice effects on the text while keeping it sharp at all resolutions.
You can read more about this on the official docs page: Font Materials and Outlines in Unreal Engine | Unreal Engine 5.2 Documentation

1 Like

Hi, I loved all what you can create, but due to certain restrictions at work I may not be working on UE5.1 but UE4.27, is there any restriction that blocks me to creating something similar for UE4.27? if not, do you got any suggestions on sources I should search in order to create a similar material library?