I’m putting my widget in the 3d world and it’s losing a lot of quality, does anyone know how to solve this?
How large are you drawing this in the component?
And the font size in the widget?
But isn’t the text a text block? Is this an image of the text? To clarify:
- Font Size 80
- Font Size 24
When you take a small font and blow it up full screen, stretched across a quad as a texture of the Widget Component, you get the very underwhelming quality.
If you have a 256x256 wall texture and look at it from afar, so on the screen it’s under 256px, it will look fine. But get close & personal with said wall and it will be either pixelated or blurry.
tl;dr: up the font size
There are some other tricks like drawing a laaaaarge component and scaling it down. But this looks like an incorrect font size for a 3d widget. Generally, 3d widgets will always look subpar but it’s possible to make them look passable.
Is the only solution really to super-sample the UMG widget to 4 or 8K!?!???
I created a test texture in photoshop saved out at 1024 and used that texture with mips disabled as both a UMG 3D widget’s sprite source as well as the texture source for a 1M quad and placed them side by side. I then set the UMG draw size to 1024x1024 and the scale to 0.127 so that the 3D widget and the 1M quad were same physical size.
There’s a noticeable drop in quality in the widget. until the widget is ‘supersampled’ to well over double the resolution!
Is there really not a way to change the settings on the render texture that UMG generates in the back end?
I’ve found the best way to handle this is to scale down the widget in the widget component. This lets you have finer resolution in a world space widget for close up examination by the player.
You will need to increase the resolution of the actual widget in the UMG Designer to suit your needs, but it at least lets you control the “density” of the pixels.