Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:GUIFont (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- XInterface
- Direct subclasses:
- FntUT2K4Medium, FntUT2k4Default, FntUT2k4Header, FntUT2k4IRC, FntUT2k4Large, FntUT2k4MainMenu, FntUT2k4Menu, FntUT2k4MidGame, FntUT2k4ServerList, FntUT2k4SmallHeader, FntUT2k4Small, UT2DefaultFont, UT2HeaderFont, UT2IRCFont, UT2LargeFont, UT2MenuFont, UT2MidGameFont, UT2ServerListFont, UT2SmallFont, UT2SmallHeaderFont
- This class in other games:
- UE2Runtime, UT2003
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Class: UT2K4UI.GUIFont
GUIFont is used to give a single pipeline for handling fonts at multiple resolutions while at the same time supporting resolution independant fonts (for browsers, etc).
Written by Joe Wilcox (c) 2002, Epic Games, Inc. All Rights Reserved
[edit] Properties
[edit] Property group 'Menu'
[edit] bFixedSize
Type: bool
If true, only FontArray[0] is used
[edit] bScaled
Type: bool
This font is scaled
[edit] FallBackRes
Type: int
If the Resolution is <= this value, it will use the fallback font.
[edit] FontArrayFonts
Holds all of the fonts
[edit] FontArrayNames
Modifiers: localized
Holds all of the names of the fonts
[edit] KeyName
Type: string
[edit] NormalXRes
Type: int
If Scaled, this is it's default resolution
