Using Fonts with UMG

This guide provides information on using Fonts with the UMG UI designer tools.

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This guide provides information on setting up Fonts Assets of the Text Widget via Widget Blueprints Editor.

01_FontWithUMG_Hero.png

Steps

Follow the steps below to see how to adjust custom Fonts and use them via UMG UI Designer of the Widget Blueprints Editor.

For this how-to guide, use Blank Template is used with no Starter Content. Settings of Target Hardware and Project Settings are used by default.

  1. Create a new Widget Blueprint. Click the Add in the Content Browser, then select User Interface > Widget Blueprint.

    02_NewWidgetBlueprint.png

  2. Double-click the created Widget Blueprint to open it in the Widget Blueprint Editor.

  3. Find Canvas Panel Widget in the Pallete panel and drag it into the Visual Designer window.

  4. Find Text Widget in the Pallete panel and drag it into Canvas Panel of the Visual Designer window.

  5. Click created Text Widget for access the Details panel of this item. In the Details panel, under Appearance, find a Font option. With the help of this, you can adjust family type, facetype (regular, bold, itallic, and so on), size, letter spacing and so on.

    03_FontOptions.png

  6. By default, the Unreal Engine uses the Roboto font. Click the dropdown menu next to Font Family for selecting any custom Fonts Assets, you have created.

    04_FontFamily.png

    You can also choose option to create a custom Fonts via this menu and specify location of the new asset (it will be blank by default).

  7. Click dropdown menu next to TypeFace for selecting a style for selected Fonts Asset.

    05_FontTypeface.png

  8. You can specify the size of the Fonts Asset in the input box next to Size.

    06_FontSize.png

  9. Also, you can specify a space between letter in the input box next to Letter Spacing.

    07_FontLetterspacing.png

Currently, UMG only supports Runtime cached Fonts Assets. Also, if you have assigned Fonts using the old method, none of your existing file-based font settings will be lost, however going forward, you will need to create a Fonts Asset in order to use custom Fonts with UMG.

End Result

You have get familiar with basics of adjusting Fonts Assets of the Text Widget via Widget Blueprints Editor. Moreover, you can style your Fonts by colors, Materials, outline properties, and so on.

This page was written for a previous version of Unreal Engine and has not been updated for the current Unreal Engine 5.0 release.