UTextRenderComponent in UE5 renders a blank instead of text.

I had a code that works properly in UE4 using UTextRenderComponent to render some text while the game is running.
When I moved to UE5, the text is replaced by a blank rectangle that is of the same size and color of the text, any idea?

TextRenderCompnent works in 5

Did you set it up correctly in code?

Example
header

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UTextRenderComponent* textRenderComp;

in cpp inside of the CDO constructor

	textRenderComp = CreateDefaultSubobject<UTextRenderComponent>(TEXT("Text render commp"));
	textRenderComp->SetupAttachment(GetRootComponent());

cpp also needs include

#include "Components/TextRenderComponent.h" 

It used to work properly in UE4.

But maybe my code has some mistakes that were allowed in 4 and not 5.
Now it renders without the text, instead a rectangle.

In header (in an AActor):
TArray<UTextRenderComponent*>is_TextDumpster;//A hundred component for text rendering in 3d space.

In source file (in AActor constructor):

for (int i = 0; i < 100; i++)
	{
		//name.
		FString string = "is_TextComponent";
		string.AppendInt(i);
		//creating subobjects.
		is_TextDumpster.Add(CreateDefaultSubobject<UTextRenderComponent>(*string));	
		is_TextDumpster.Last()->SetupAttachment(Root);
		is_TextDumpster.Last()->SetRelativeRotation(FRotator(0.f, 180.f, 0.f));
		is_TextDumpster.Last()->SetVisibility(true);
	}
	for (int i = 0; i < 100; i++)
	{
		//name.
		FString string = "is_TextComponent";
		string.AppendInt(i);
		//creating subobjects.

		UTextRenderComponent* txtc = CreateDefaultSubobject<UTextRenderComponent>(*string);
		txtc->SetupAttachment(GetRootComponent());
		txtc->SetRelativeRotation(FRotator(0.f, 180.f, 0.f));				
		//txtc->SetText(FText::FromString(string));
		txtc->SetVisibility(true);
		is_TextDumpster.Add(txtc);		
	}

I also made the TArray a uproperty in the header so it won’t get garbage collected.

It doesn’t work.
It still renders with the proper color and dimensions of the text, but instead a blank rectangle. Maybe it has to do with the font or something, but I never changed the default font.

Try creating a new font importing a truetype font (ttf), assigning it and see if it persists.

Sometimes symbols from other languages may not register if they are not present in the version of the used font.

I turns out the problem was inherent to UE5 version 5.0
I downloaded 5.2 from GitHub, and built it all was fine.

Thanks for your help.