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How to change the size of "draw(n) text" in Kismet?

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  • replied
    @RP_Games, not sure if this'll help but the font that you're using in the "Draw Text" node won't get included in your build when you cook it for your iOS device UNLESS you specify the package in a particular ini file. Since it doesn't include your font, unreal uses the default fonts found in the Engine packages. An easier way to work around this is to import your font into the engine font package and reference it from there.

    A quick way to test what I just said:
    1. Copy your font to engine font package.
    2. Redirect your kismet nodes to the engine font package.
    3. Rebuild All and package to your iOS device.

    Leave a comment:


  • replied
    Size of the font really. You could lower the authoring scale that is set to 2.0 by default (for Retina displays) in the draw text properties, but it won't look as good.

    Leave a comment:


  • started a topic How to change the size of "draw(n) text" in Kismet?

    How to change the size of "draw(n) text" in Kismet?

    Hello, I have been using a few instances of the "draw text" kismet node for my mobile game, and all is going well, except for the fact that the text appears to be a little too small on my test devices. As far as I can tell, the kismet node doesn't allow for adjustments in the text size. How can I resize my text? Do I have to change the size of my imported font?
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