SharpText

Thanks for the report, Brian. I’ll check the whole version line.

Hi !
I have a similar issue in 4.20 , the component crash on every change (ex : setVisibility)

Video : SharpText - YouTube

PS : the version is the latest (but still 1.0 on .uplugin)

Thanks for the video. I was trying to reproduce this on details window with no luck and this video helped me to properly reproduce it.

It does not necessarily have to be a BP (with Sharp Text) actually in the level…
I only have BP,s (with SharpText) that spawn at runtime with certain variables set on spawn… no problem with setting and spawning.
(I do have other BP’s persistent in the level that ref the Sharp text parent actor(s) )

But as pointed out, any edit made in the editor crashes imediatley every time

Paul G

The problem has been fixed on my end. After little bit more testing, I’ll release an update for the plugin.

Nice , cool :smiley:

is it possible to make it work on Android? I I tried, but it could not render it (looks gray around texts). Thanks!

Sorry, but I didn’t test this on Android. Any error you can share? Also, device specs would be helpful.

Hi SumFX, did you have some news about a possible new version without the strange crash when we change the component’s variable ?
Because I need to use your plugin in a customer project. Thank you !

Hi Megurine,

I’ve submitted the update package two weeks ago and it’s still in review. I think it’s because of the holiday and probably would speed up as now.

SharpText v1.3 is live. Changelog

Initial tests of revision showed no problems, Thankyou
PaulG

I had a few presales questions:

  • Are UVs supported ( the built-in Text Render Actor supports UVs ), so I am able to use Lit Opacity Masked material with the Font Param, as well as my own UV textures on the final letters.
  • Do I need to use the texture generator on your web page, or can I download the tools as I have a 14 Core CPU that I would like to iterate locally on?
  • Do I have control on my world space font size, or do I only have the built-in scale for the resulting actor?
  • Can you define a max actor width so that the resulting text will word wrap to the next line?
  • Does this work on Android / iOS?

No custom material supported at the moment. Custom texture overlays in development and will be available with the upcoming update.

Yes. web based generator required.

Scaling factor is not 1:1 to Unreal Engine 4 and is specific to SharpText. So Size:18 Text Render Actor won’t be the same size as Size:18 SharpText Render Actor.

This also under development for a while now. No ETA yet.

Didn’t test on mobile but I got responses from users on successful mobile and VR builds. No guarantee here, sorry.

So, unlike the Text Render Actor which I can use a standard material ( set blend mode to masked and just set it to use Masked Opacity, and connect the Font Param into it ), I am unable to do so with Sharp Text? I didn’t think it differed that greatly from UE4’s Text Render Actor beyond the better SDF generation. The Text Render Actor gives me most what I want, but the SDF generation just doesn’t retain enough sharpness. I need to be able to use the same material that I am using for other actors on my text, like I can with the base Text Render Actor when using Blend Masked mode.

I’m working on a custom material support for a while and it will be published when it’s ready but no ETA yet, unfortunately.

Any chance you could put up a screenshot of what your current shipping material graph looks like?

SumFX, can you provide a screenshot of the material graph that your plugin ships with?

Sorry, I can’t do that. It’s half of the product I’m selling. I hope you can understand that : )

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.