![]() ![]() If increasing text size is not an option for reducing aliasing you can utilize full screen antialiasing techniques (such as MSAA or FXAA) on tethered Mixed Reality headsets. If aliasing still occurs on your target headset(s) try increasing the size of your text. If your application displays aliasing on text verify aliasing is occurring on your target stereo headset(s) (and not only within the play-in-editor viewport). But, masked surfaces can result in aliasing. Masked surfaces are great for text rendering because, unlike some other blend modes, it does not require sorting. Masked surfaces display either fully opaque or fully translucent pixels. The M_DefaultFont material takes a font texture stored as a signed distance field and displays the font as a unlit masked surface. You should now be able to use the font with the M_DefaultFont material.Īll text in UX Tools is rendered using the M_DefaultFont material. The characters should appear a little "blurred" because the font is stored as encoded signed distance field. ![]() Once your font has reimported the font atlas should look similar to the below image. If the font import process takes an extremely long time you may want to constrain your font's character set using the "Character Set," "Chars," "Unicode Range," or "Chars File Path" properties under the font's "Import Options." Change the "Texture Page Width" and "Texture Page Max Height" to 10 (or a size that will fit your font within as little pages as reasonable possible).Change the "Font Cache Type" to "Offline" and select your font with the modal window that will appear.Name the font: Font_FontName_FontStyle_FontSize.In a content browser right click and select User Interface > Font.If you would like to use a custom font it is recommended that the font be imported following the below steps: Right click on the font and select "Reimport.".Select the font in the the content browser.Add any new characters needed to the "Chars" array property.Navigate to the "Import Options" in the details panel.In this example Font_SegoeMDL2_Regular_42. To import additional characters you can perform the following actions: Normally fonts include Unreal's default character set but some fonts, such as SegoeHoloMDL and SegoeMDL2, only import a subset of the default character set. UX Tools contains the runtime font Font_SegoeUI_Semibold_Dynamic for use with UMG because offline fonts cannot be used with UMG.
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