Known limitations (1.0)
What 1.0 does not do, and the edges we know about. Each item says what to do instead.
Not in 1.0
- Custom effects (curve assets, Blueprint or C++ effect classes) are not in 1.0. Combine the 50 built-in effects
with parameters, and save combinations as presets (Custom Presets or UTE Text Effect Preset assets).
- Built-in typing sounds.
<voice=Name> and the typewriter preset fire On Inline Event (Name voice); play your
own sound from On Letter Revealed. See Typewriter.
- Effects attached to existing style rows (a
<Bold> row that also waves) and word rules. Use Default Effects or
preset tags.
- Editor extras: a preset browser, tag highlighting and warnings in the Details panel, a “Replace with UTE Text Block”
action. An unknown tag in a UTE Text Block is left to Epic’s parser (style row lookup, else shown as typed).
- Reduce Motion project setting. Turn effects off by clearing Default Effects or by using text without tags.
- Pixel units (
a=4px). Amplitudes are in em (font size), so effects scale with the text.
- A blinking typewriter cursor glyph.
- World-space 3D text actors (a Widget Component with a UTE Text Block works), dialogue-system integrations, and
replication of typewriter state.
Rendering
- Clipped letters cost a draw call each. Wipe, Roll and Glitch draw part of a letter through a clip rectangle, and
Slate starts a new batch for every clip. A letter costs one extra draw call per frame while it is being clipped (two
with Wipe’s soft edge, plus its shadow). That is cheap for a typewriter or a title, and expensive for thousands of
letters at the same moment. Numbers: Performance.
- Scaled letters use the font atlas at its normal size, so letters scaled far up (Pop overshoot, Stamp, Scale
from=3) look soft at their largest. Slate’s distance-field fonts should stay sharper; we have not tested them.
- Glow draws two hard outline copies (or recolors the outline when the style has one); it is not a blur. Blur is
four offset copies.
- Decoder scrambles with ASCII letters, digits or symbols from the run’s font. A font without those characters falls
back to Slate’s fallback font for the scrambled frames. The final letter is always your font.
- Global Invalidation: idle text stays cached. While a block animates, the whole Rich Text Block repaints every frame.
Text and layout
- Right-to-left text (Arabic, Hebrew) and complex scripts (Thai, Devanagari) use Slate’s own shaping, so they should draw
correctly, and typing follows reading order. We have not tested them.
- Emoji and color fonts come from Slate unchanged; not tested with every effect.
Epic’s Rich Text Block (decorator)
The UTE Text Block avoids these; they apply only when the decorator is added to a stock Rich Text Block.
- Inline images from other decorators (
<img/>) appear at once while the typewriter types; they are not our runs.
- Text overflow ellipsis is not applied inside a block while it animates.
- On UE 5.4 and 5.5, any tag that splits a line into runs (Epic’s
<Bold> or an Epic-syntax effect tag) widens that
line by the text shadow’s offset, as Epic’s own style tags do there. Brace tags and the UTE Text Block do not split runs.
- A rich-text font size multiplier set on the marshaller is not read by animated runs.
Behavior to know
- Setting the same text again does not restart the typewriter. Call Play Typewriter.
- An automatic disappear (
after=) fires no event. Remove the widget on a timer if you need to.
- Ghost needs a moving effect next to it (
<wave><ghost>...</></>); a ghost alone has nothing to echo.
- Repel follows a finger that is down, then the mouse. Set Pointer Position overrides both (gamepad cursor).
- Platforms other than Windows and Android are not enabled in 1.0; see Engines and platforms.
Support
Found something not listed here? Email support@barbedwireglovegames.games with your engine version and a short description.