Texturge

Texturge Beta is a comprehensive architectural rebuild of the plugin. Building on the stable Alpha foundation, Beta introduces a brand-new multi-layer animation composition system, compile-time animation bake pipeline, runtime stage controller, and a complete Blueprint & C++ API, delivering unprecedented flexibility and performance for professional text animation production.
Key Beta Updates
- Multi-Layer Animation Composition —
UGlyphAnimationLayer(73 Blueprint functions) andUGlyphAnimationFactory(69 Blueprint functions) implement additive, override, and cross-fade blending of independent animation layers, with ordered tweak steps of 10 properties × 5 operations (51 functions per side) - Compile-Time Animation Bake —
FAnimationCompilerpre-compiles animation blueprints intoFBakedAnimation, zero bake overhead at runtime - Fingerprint Caching — CityHash64 dual fingerprints (text + blueprint) with automatic invalidation after compilation via
CompileCountand Track/Section signatures - Stage Control —
UTextAnimationStageControllermanages playback, direction, looping, and per-glyph evaluation - Glyph Scheduling —
FGlyphScheduleInfoprovides independent scheduling per glyph (delay, skip, classification) withIndex = -1global semantics - BlueprintNativeEvent Custom Logic —
BuildDefaultAnimationlets designers override the default animation generation logic in Blueprint - Animation Clipping — Layer / Factory-level
SetAnimationClipAtfront/back trimming (playback axis, 0.3.0) - PBM Physical Pigment Tinting — tinting uses the Pigment-Based Mixing (PBM) algorithm: real-time pigment mixing built on Kubelka–Munk two-flux theory — yellow + blue makes green, complementary pairs mix into muddy colors, deep colors lightened with white stay saturated, matching real paint intuition; no look-up tables, O(1) constant time (
Texturge::GlyphRender::ApplyTint, MIT open source) - 21-Channel Per-Layer Curve Storage —
FPerLayerCurvesstores each layer’s complete curve data independently, eliminating curve merge errors
Documentation Navigation
Tutorials
Step-by-step guides to mastering Texturge Beta from scratch.
- Quick Start → — Install, configure, and verify the Texturge plugin
- Using Preset Animations → — Quick results with the 16 built-in presets
- Creating Custom Animations → — Author your own
UTextAnimationBlueprintanimations - Rich Text Animation → —
<anim id="...">tags andUTextAnimationDataAssetmapping - Custom Blueprint Logic → — Override
BuildDefaultAnimationand Blueprint nodes
Guides
Deep dives into Texturge Beta’s architecture and design.
- Architecture Overview → — Module structure, data flow, and core design principles
- Bake Pipeline → —
FAnimationCompilercompile-time baking and fingerprint caching - Multi-Layer Animation → — Layer stacking modes and
UGlyphAnimationFactoryorchestration - Localization → —
ULocalizationSubsystemsemantic anchors and 15-language support - Performance → — Maximize runtime frame rate and memory efficiency
- Migration from Alpha → — Complete steps for upgrading from Alpha to Beta
Reference
Complete reference for configuration, track types, and tag syntax.
- Configuration Reference → —
UTexturgeSettingsand animation asset configuration - Track Types → — Sequencer track types and 21-channel properties
- Blend Modes → — The four
ETextAnimationBlendModemodes in detail - Glyph Schedule → —
FGlyphScheduleInfoparameters and scheduling API - Rich Text Tags → —
FTagParsersyntax andFAnimationEntry - Blueprint Nodes → — Full node quick reference and parameter override priority
API
Complete technical documentation for C++ and Blueprint APIs.
- Runtime API → —
UTextAnimationStageController,UTextAnimator, and other C++ classes - Editor API → —
FTextAnimationBlueprintEditorand designer viewport extensions - Blueprint API → —
SetBlueprintVariableand playback control method signatures - Data Structures → —
FBakedAnimation,FGlyphAnimationState, and complete struct definitions