unreal.FontImportOptionsData
¶
- class unreal.FontImportOptionsData¶
Bases:
StructBase
Font import options
C++ Source:
Module: Engine
File: FontImportOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha_only
(bool): [Read-Write] Alpha Only: if true then forces PF_G8 and only maintains Alpha value and discards colorcharacter_set
(FontImportCharacterSet): [Read-Write] Character Set: Character set for this fontchars
(str): [Read-Write] Chars: Explicit list of characters to include in the fontchars_file_path
(str): [Read-Write] Chars File Path: Path on disk to a folder where files that contain a list of characters to include in the fontchars_file_wildcard
(str): [Read-Write] Chars File Wildcard: File mask wildcard that specifies which files within the CharsFilePath to scan for characters in include in the fontcreate_printable_only
(bool): [Read-Write] Create Printable Only: Skips generation of glyphs for any characters that are not considered ‘printable’distance_field_scale_factor
(int32): [Read-Write] Distance Field Scale Factor: Scale factor determines how big to scale the font bitmap during import when generating distance field values Note that higher values give better quality but importing will take much longer.distance_field_scan_radius_scale
(float): [Read-Write] Distance Field Scan Radius Scale: Shrinks or expands the scan radius used to determine the silhouette of the font edges.enable_antialiasing
(bool): [Read-Write] Enable Antialiasing: Whether the font should be antialiased or not. Usually you should leave this enabled.enable_bold
(bool): [Read-Write] Enable Bold: Whether the font should be generated in bold or notenable_drop_shadow
(bool): [Read-Write] Enable Drop Shadow: Enables a very simple, 1-pixel, black colored drop shadow for the generated fontenable_italic
(bool): [Read-Write] Enable Italic: Whether the font should be generated in italics or notenable_legacy_mode
(bool): [Read-Write] Enable Legacy Mode: Enables legacy font import mode. This results in lower quality antialiasing and larger glyph bounds, but may be useful when debugging problemsenable_underline
(bool): [Read-Write] Enable Underline: Whether the font should be generated with an underline or notextend_box_bottom
(int32): [Read-Write] Extend Box Bottom: How much to extend the bottom of the UV coordinate rectangle for each character in pixelsextend_box_left
(int32): [Read-Write] Extend Box Left: How much to extend the left of the UV coordinate rectangle for each character in pixelsextend_box_right
(int32): [Read-Write] Extend Box Right: How much to extend the right of the UV coordinate rectangle for each character in pixelsextend_box_top
(int32): [Read-Write] Extend Box Top: How much to extend the top of the UV coordinate rectangle for each character in pixelsfont_name
(str): [Read-Write] Font Name: Name of the typeface for the font to importforeground_color
(LinearColor): [Read-Write] Foreground Color: Color of the foreground font pixels. Usually you should leave this white and instead use the UI Styles editor to change the color of the font on the flyheight
(float): [Read-Write] Height: Height of font (point size)include_ascii_range
(bool): [Read-Write] Include ASCIIRange: When specifying a range of characters and this is enabled, forces ASCII characters (0 thru 255) to be included as wellkerning
(int32): [Read-Write] Kerning: The initial horizontal spacing adjustment between rendered characters. This setting will be copied directly into the generated Font object’s properties.texture_page_max_height
(int32): [Read-Write] Texture Page Max Height: The maximum vertical size of a texture page for this font in pixels. The actual height of a texture page may be less than this if the font can fit within a smaller sized texture page.texture_page_width
(int32): [Read-Write] Texture Page Width: Horizontal size of each texture page for this font in pixelsunicode_range
(str): [Read-Write] Unicode Range: Range of Unicode character values to include in the font. You can specify ranges using hyphens and/or commas (e.g. ‘400-900’)use_distance_field_alpha
(bool): [Read-Write] Use Distance Field Alpha: If true then the alpha channel of the font textures will store a distance field instead of a color maskx_padding
(int32): [Read-Write] XPadding: Horizontal padding between each font character on the texture page in pixelsy_padding
(int32): [Read-Write] YPadding: Vertical padding between each font character on the texture page in pixels