Unreal Engine needs a better implementation of the text and font system.
Here is a list of things to change :
- 3D Text support
- Bug : Pixelated text in HUD Draw when the text is too big
- Font Materials : Very frustrating, because they require offline fonts
- Being able to show text in the world (this resonates with the 3D text idea)
- Font importing : Why should someone care about offline or runtime ? They seem to be the same…
How i think it should work :
You import your font by drag&drop. Then you have 3DTextComponents that take your font and the text you input and makes a 3D mesh out of it, that could be runtime or baked. If you want your font in UMG, you just use it directly without having to use a material.