SUMFX
(SUMFX)
March 16, 2019, 8:45pm
61
Institute_Games:
What I am needing to know is if your plugin supplies something similar to the Text Render Actor’s “Font Param” node for the material editor. This provides the opacity to drive the Masked Opacity channel. In the end your plugin is able to use the sharper signed distance field output and use it to drive the opacity. My use would require access to that node to drive my own shader ( the opacity being driven by your plugin ). Is this accessible for those who purchase your plugin, or have you not made a node like the shipping Font Param for the material editor?
I see your plugin as a way to not have to implement the sharper signed distance field paper that came out a few years back, and worth the time savings to me.
Currently, SharpText doesn’t support custom materials. This feature was requested before and it’s in development. If you have c++ knowledge, you can always modify the plugin yourself to add this feature though.