Documentation for Unreal Engine plugins by metyatech
Version: 0.1.0
Runtime Unicode Text is an Unreal Engine Code Plugin for rendering runtime Unicode text in world space. It supports two workflows:
RuntimeUnicodeTextActor directly in the level.RuntimeUnicodeTextComponent to an existing Actor.Slate performs shaping and rasterization, and the plugin uses a shared,
plugin-owned GPU glyph atlas. It does not require a Widget Component, UMG, or
Text3D. While the application is running, SetText can change the component
to text that contains previously unused characters.
Version 0.1.0 has been validated on Unreal Engine 5.8 / Win64. Real-font
integration testing covers Japanese text, Latin text, mixed
Latin/Japanese/numeric text, 龍鬱鶴, and multiline text. This release does not
provide broad script certification.
UFontUE 5.7 and earlier, and platforms other than Win64, are not certified by this release.
For development workflows where you already have repository access, the plugin root is:
<Project>/Plugins/RuntimeUnicodeText/
Place the plugin checkout at that path, then use the project’s normal source build workflow.
Font to a Runtime Cached UFont.Text, for example, to こんにちは世界.WorldSize, Color, and alignment.The Actor owns a RuntimeUnicodeTextComponent as its root component. The
component is the source of truth; the Actor has no separate rendering state.
The Aあ Billboard/Class icon shown in the editor is editor-only and does not
affect packaged rendering.
Add Runtime Unicode Text Component to an existing custom Actor and configure that component directly. The component is the source of truth for:
TextFontWorldSizeColorHorizontalAlignmentVerticalAlignmentUse the Component workflow when the text should be part of an existing custom Actor rather than a separately placed text Actor.
| Property | Contract |
|---|---|
Text |
Unicode text. Explicit newline is supported. |
Font |
Runtime Cached UFont. |
WorldSize |
Font em height in world units. Default 80.0; minimum 0.01. |
Color |
Rendered vertex/material color. |
HorizontalAlignment |
Left / Center / Right. |
VerticalAlignment |
Top / Center / Bottom. |
The component’s public Blueprint-callable functions are:
SetText
SetFont
SetColor
SetWorldSize
The Actor also provides this BlueprintPure getter:
Get Runtime Unicode Text Component
Example:
Event BeginPlay
→ Get Runtime Unicode Text Component
→ SetText (New Text: こんにちは世界)
The formal recommendation is to set an explicit project-owned Runtime Cached
UFont.
When Font == nullptr, the current Win64 implementation checks %WINDIR%\Fonts\
for an installed font in this order:
NotoSansJP-VF.ttf
YuGothM.ttc
meiryo.ttc
This fallback depends on the PC environment. Do not rely on it for a
portable or reproducible packaged result; use an explicit Runtime Cached
UFont instead.
The plugin package does not include the Noto Sans JP font itself. The Noto Sans JP font used by the Sample is a Sample-side third-party dependency and is not included in the Plugin product.
UFont, configure the project so that the font
asset is included in the packaged build.UFont instead of the
Windows system-font fallback.No other platform is implied by this packaging validation.
1024x1024 BGRA8 atlas pages, approximately 64 MiB
of atlas memory.SetText updates, such as 100 components, may hitch.SetText workloads may hitch.Check the following:
UFont is set.RUNTIME_UNICODE_TEXT warning that identifies
the failure.If Font is unset and no installed fallback font is found, the
implementation logs:
RUNTIME_UNICODE_TEXT no Runtime Cached UFont or installed default font
Do not depend on the system fallback. Set an explicit project-owned Runtime
Cached UFont and ensure that the font asset is included in the packaged
build.
The first use of new text may perform Slate shaping and rasterization and populate the glyph atlas. Avoid updating many components with new text at the same time when a hitch is unacceptable.
Confirm that the selected font contains the missing glyphs. The plugin does not provide font downloading or a font fallback package.
The companion RuntimeUnicodeTextSample project is used for integration
verification. The Sample owns the Noto Sans JP Runtime Cached font asset.
Its real-font test is:
RuntimeUnicodeTextSample.Layout.RealNotoSansJP
The test verifies Japanese text, mixed Latin/Japanese/numeric text,
龍鬱鶴, and multiline text. The Sample font is not included in the Plugin
package.
SetText, SetFont, SetColor, and SetWorldSize.UFont support.