Hello!
I have an actor with a text render component, If I change the font from Roboto, the text render just disappear. The problem is not the font since I used it in other widgets and it works.
I wondering what’s the issue here and how I can fix it.
Thanks in advance to whoever is gonna answer!
Hi there @SpaceAce_717 ,
Hope you’re well!
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Thanks and happy developing!
It will not let me read the whole thing how do I fix?
Husky211
(Husky211)
July 10, 2026, 9:01pm
6
the original response by DG_Gage
You need to make a font material. Here’s how:
Import your font. Double click it to go to its editor.
Change Font Cache Type to Offline.
Expand Import Options, and set Height to 20, or whatever makes this happen: In the image, you want the row with the letter Z to be at the bottom of the first image square. Usually you’ll have extra symbols spilling into a second image. If you need those symbols, make a another font file with only those symbols, import it, and follow these instructions.
Scroll down to check Use Distance Field Alpha
Save. Under Asset, click Reimport. Save.
Create a new material.
Right click and create a FontSampleParameter node. Click it to see its details. Chose your font for Font.
Create a LinearInterpolate node. Click to go to details. Set Const A to -90 and Const B to 90.
Plug the top pin from your Font node into the Alpha of the Lerp node.
Click the main node, the big guy with all the inputs, to go to its details. Set Blend Mode to Masked.
Plug the result of your Lerp into Opacity Mask of the main node.
Plug anything you want into Base Color of the main node. You can use a Constant3Vector for a simple color.
Now that you’ve done that, implementing it into a TextRender actor is easy.
Go the details of the TextRender actor.
Set Text Material to your new material.
Set Font to the same font you used for your material.
Keep in mind that the very first step I mentioned, changing Font Cache Type to Offline, will make it so your font cannot be selected in UMG. You can make a duplicate of your font and set the Font Cache Type to Runtime to use it in UMG.
For ease of organization, I like to name one Font_render and the other Font_UMG.