Unreal Engine: Custom Font Material – From Basic Level 1 to Advanced Level 5
Introduction
Hi everyone! In this tutorial, we’ll create unreal engine custom font materials. Starting with the basics and progressing to advanced effects, you’ll master font materials by the end. For your convenience, a link to detailed documentation is included in the description.
Got stuck? Write your queries in the comments section. Let’s get started!
1. Project Setup
Create Project
- Start a Blueprints project with the Third Person Template and enable Starter Content.
- Organize your folders for clarity:
- Create a folder named
MaterialEfxContent
. - Add a subfolder
002_CustomFontMaterial
with another subfolderMaps
.
- Create a folder named
Set Up the Scene
- Create a basic level:
- Name it
002_Map_CustomFontMaterial
and save it in theMaps
folder.
- Name it
- Adjust the scene:
- Duplicate the floor actor, rename it “Wall,” and rotate it (X: 0, Y: 90, Z: 0).
- Apply the
M_Tech_Hex_Tile
material to both floor and wall. - Delete the skylight and set the directional light intensity to 1.
- Add a Post-Process Volume:
- Infinite Extent (Unbound): True
- Bloom Intensity: 1
- Lens Flares: 0
- Exposure Min/Max EV100: -1 / 1
2. Importing Custom Fonts
Download and Import Fonts
- Download fonts from websites like FontSpace and install them on your computer.
- In the
002_CustomFontMaterial
folder:- Create a
Fonts
folder and subfolders for each font. - Drag and drop
.ttf
files into Unreal Engine. - In the font’s properties, set Font Cache Type to
Offline
.
- Create a
Set Up Distance Field Fonts
- Select your font from the list.
- Enable Use Distance Field Alpha for better quality rendering.
- Adjust the following:
- Texture Page Width: Set to
512
. - Distance Field Scale Factor: Between
9-15
works best. - Distance Field Scan Radius Scale: Adjust between
0-4
for edge sharpness.
- Texture Page Width: Set to
3. Creating a Text Material
Set Up a Material for Fonts
- Copy
DefaultTextMaterialOpaqua
into yourMaterials
folder. - Rename it (e.g.,
M_CustomFont
).
4. Level-by-Level Material Customization
Level 1: Basic Material
- Set the custom font in the Font Param node.
- Add a
Constant3Vector
node for color customization and connect it to Base Color. - Save and create a material instance (
MI_CustomFont_Level01
). Apply it to the text renderer.
Level 2: Adding Textures
- Use a
StaticSwitchParameter
node named “UseTexture” (default: false). - Connect a
Texture Sample
node to the true pin. - Save, create a material instance (
MI_CustomFont_Level02
), and apply it to a new text renderer.
Level 3: Adding Neon Lights
- Add an
Intensity
parameter to control emissive brightness. - Connect a
Multiply
node to the Emissive Color pin. - Save and create a material instance (
MI_CustomFont_Level03
). Apply it to the level.
Level 4: Adding Color Animation
- Use a
StaticSwitchParameter
for color animation. - Add
TextureCoordinate
,Panner
, andTime
nodes for animated effects. - Save and create a material instance (
MI_CustomFont_Level04
). Apply it to the level.
Level 5: Adding Text Animation
- Use the
SimpleGrassWind
material function to animate text. - Connect to the WorldPositionOffset pin.
- Save, create a material instance (
MI_CustomFont_Level05
), and apply it to the text renderer.
5. Troubleshooting Common Issues
Importing Fonts
- Always use Offline Cache Type for text renderers.
- Ensure your font fits into a single texture page to avoid display errors.
Material Updates
- After tweaking font settings, always reassign the font in the material.
Text Renderer Issues
- Assign both the font and material correctly to prevent gibberish text.
6. Conclusion
Congratulations! You’ve successfully created a fully animated custom font material in Unreal Engine. Whether you’re looking for basic designs or advanced effects, these techniques will elevate your text rendering capabilities. Experiment, tweak, and share your creations!
Tags
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