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Replacing Fonts

Fonts are easy to replace, and there are 2 methods for it which I will cover in this guide.

  1. Direct FontFace replace - just like a texture swap, but you import your font (.ttf or .otf file) into the correct folder and name it accordingly.
  2. Font dummy (font family) - dummy the Font asset and set our own fonts for each type.

Method 1 - Direct Replace

Direct font replacement is exactly the same as a texture swap, where the modified/new asset is imported into UE, named and placed in the correct folder to match the game files.

Identify the Font and/or FontFace

First, we want to find the Font and the actual FontFace. In this instance, the found Font has multiple types, and the one we're particularly interested is Default.

Import New Asset

  1. Drag the font file into the Content Browser tab inside the UE project.

  1. A window prompt will appear, press No All to avoid generating a Font asset for each imported FontFace.

  1. Ensure the folders and asset name(s) match with the game files.

Pack it

Package the asset and test results.

For more information about how to package your mod, view Cooking Content guide.

(don't forget to name your mod with _P in its name)

Method 2 - Font Asset

Each font type has to be contained in a Font asset, similarly to Font Family with optional styles like Italic, Bold, and others.
And each type is called FontFace (the imported .ttf or .otf).

Font Asset

  1. Right click -> User Interface -> Font

  1. Name it to match with the game files (look in FModel).

Font assets will contain a handful of FontFace assets with a named style.
In this instance, it contains different styles like Default, Black, BlackItalic, Bold, and others.

  1. Import any corresponding/related fonts that would fit with those styles or names.

Note

You decide where each font goes into which style/category.
And you can set the same one to all of them if you want.

  1. Open the Font asset and click Add Font, name it the same as in FModel and specify your own FontFace to it (could be custom or actual one).

  2. Repeat step 4 until all Font Family items are set.

Pack it

Package the asset and test results.

For more information about how to package your mod, view Cooking Content guide.

(don't forget to name your mod with _P in its name)