microsoft / MixedReality-UXTools-Unreal

UX tools and components for developing Mixed Reality applications in UE4.
https://microsoft.github.io/MixedReality-UXTools-Unreal/
MIT License
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Suggestion - Use widget components for text in buttons etc. for more compatibility with fonts. #58

Open shukenmg opened 2 years ago

shukenmg commented 2 years ago

UX Text are all text renderers, this makes it hard to add custom fonts in other languages just as Chinese or Japanese, because of the need to create font materials and distance fields.

So, it would be great if, instead of Text Renderers, UMG widgets could be used for text because UMG supports Realtime fonts.

Thanks!

luis-valverde-ms commented 2 years ago

Thanks for the feedback @shukenmg . We chose to use text renderers despite the inconvenience because UMG widgets could be too expensive perf-wise for mobile platforms like HoloLens. You can find a bit more of detail in our Text documentation. @Cameron-Micka , do you know if there is an easy way to use UMG widgets instead of text renderers if you are willing to pay the additional cost?

Cameron-Micka commented 2 years ago

This is a great suggestion @shukenmg from a workflow perspective but as @luis-valverde-ms mentioned we found UMG widgets prohibitively expensive on HoloLens when many were in a level. Note, we've not profiled how they perform in UE5 (maybe performance has improved?).

I can't think of an automatic way to move from Text Renderers to UMG widgets. But if you look at the Tooltip Example scene the tooltips use UMG widgets. That might be a good demo of how to use UMG text with our existing font assets.