Description

Custom font reverts to default font in a packaged game

Notes:
Importing of fonts appears to be handled differently for 4.15
Appears to be a regression

Steps to Reproduce
  1. Download the attached font
  2. Open the editor
  3. Import custom font (attached)
  4. Create a new font (Right click content browser > User Interface > Font)
  5. Open the New font
  6. Click "Add font" under default font family
  7. Select the font that was imported
  8. Save
  9. Create a new widget blueprint
  10. Add a text block to the designer tab
  11. Set the font to the custom font that was created
  12. Compile and save
  13. Open level blueprint
  14. Add the widget blueprint to the viewport
  15. Save all
  16. Set the default map to the one that adds the widget to the viewport
  17. Package for windows
  18. Notice that the font shown is the default font and not the custom font that was used

Expected: The font that was setup in the editor would be the same one used in a packaged project
Result: The font used reverts back to the default font in a packaged project

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Fixed
ComponentUE - Editor - UI Systems
Affects Versions4.15
Target Fix4.15
Fix Commit3265857
Main Commit3389599
Release Commit3265857
CreatedJan 19, 2017
ResolvedJan 20, 2017
UpdatedApr 27, 2018