Text of slate widget is blurry

Hi there

I have an issue that the displayed text of my widget is pretty blurry.
I created a widget that inherits from UUserWidget and add dynamically other
widgets that I created (slate widgets => SCompoundWidget).
The text of all the UI elements is pretty blurry (see screenshot).

What do I have to do so that the text is displayed sharply?
I tried to set the font manually in a UserWidget but it is also
quiet blurry:

UTextBlock* textBlock = WidgetTree->ConstructWidget<UTextBlock>(UTextBlock::StaticClass(), TEXT("PropertyGridTitle"));
	textBlock->SetText(FText::FromString("Property Grid"));
	UVerticalBoxSlot* headerSlot = WidgetFrame->AddChildToVerticalBox(textBlock);
	headerSlot->SetHorizontalAlignment(EHorizontalAlignment::HAlign_Center);
	headerSlot->SetVerticalAlignment(EVerticalAlignment::VAlign_Center);
	FSlateChildSize textSize;
	textSize.SizeRule = ESlateSizeRule::Automatic;
	headerSlot->SetSize(textSize);
	FSlateFontInfo fontInfo = FSlateFontInfo(FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Bold.ttf"), 12);
	textBlock->SetFont(fontInfo);

=====================================================

FText txt = FText::FromString(propValue->ToString());

	return SNew(SEditableTextBox).
		Text(txt).
		OnTextCommitted(this, &SRSExpandableRow::OnNameCommited);

286166-blurrytext.png

The way text work is Slate generates a texture with font and resolution of that texture depends on font size you set

FSlateFontInfo fontInfo = FSlateFontInfo(FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Bold.ttf"), 12);

here you set it to 12px which means if text is bigger then 12 pixels it will get starched blurry

Also hint, you make slate widgets then insted of making UUserWidget, make UWidget that will operate slate widget then add to UMG blueprint, it a lot easier this way

Another hint, you can use existing property editor to manipulate properties of either UObject or Struct, all details view you see in editor is using it:

Thank you.
Now I understand. I’ll figure out the correct font settings.

I know about the editor. But it do not work in a stand alone game.
I do not use a blueprint for the GUI because its really cumbersome to create dynamically GUIs and
hard to maintain.
In C++ it’s just a finger exercise :wink: