Blueprint Node Reference
Texturge exposes runtime functionality as Blueprint nodes through BlueprintCallable / BlueprintPure / BlueprintNativeEvent. Nodes are grouped by Category in the Blueprint panel; the main groups are Texturge|Animation, Texturge|Layer, Texturge|Factory, Texturge|Stage Controller, Texturge|Scheduling, and Texturge|Event Sound.
Playback Control Nodes
Exposed from UAnimatedTextBlock / UAnimatedRichTextBlock:
| Blueprint node | Target class | Description |
|---|---|---|
Play | both widgets | starts playing the animation |
Pause | both widgets | pauses the current animation |
Resume | both widgets | resumes from pause |
Stop | both widgets | stops playback and resets |
Skip to End | both widgets | skips the animation and displays all text |
Is Animating | both widgets | BlueprintPure, whether playing |
Stage Controller Nodes
Exposed from UTextAnimationStageController (Category Texturge|Stage Controller):
| Blueprint node | Description |
|---|---|
Play / Pause / Resume / Stop | playback lifecycle control |
Reveal All | immediately reveals all glyphs |
Set Play Direction | EStagePlayDirection: Forward / Reverse / PingPong |
Set Loop | enables loop playback |
Tick Animation | advances the animation clock per frame |
Evaluate All Glyphs | batch evaluation outputting TArray<FGlyphAnimationState> |
Is Playing / Is Complete | BlueprintPure state queries |
Get Current Stage | returns EAnimationStage |
Get Stage Time | returns the elapsed time of the current stage |
Get Revealed Count / Get Total Glyph Count | reveal progress queries |
NOTE
InitializeandPublishBakedAnimationare C++ injection interfaces (not BlueprintCallable). The widget path completes them automatically insideUAnimatedTextBlock; the manual path is C++ only.
Blueprint Variable Setter Nodes
Called from UAnimatedTextBlock (6 Overloads)
UFUNCTION(BlueprintCallable, Category = "Animation",
meta = (DisplayName = "设置蓝图变量"))
void SetBlueprintVariable(FName VarName, float Value);
UFUNCTION(BlueprintCallable, Category = "Animation",
meta = (DisplayName = "设置蓝图变量 (Int)"))
void SetBlueprintVariable_Int(FName VarName, int32 Value);
UFUNCTION(BlueprintCallable, Category = "Animation",
meta = (DisplayName = "设置蓝图变量 (Bool)"))
void SetBlueprintVariable_Bool(FName VarName, bool Value);
UFUNCTION(BlueprintCallable, Category = "Animation",
meta = (DisplayName = "设置蓝图变量 (Vector)"))
void SetBlueprintVectorVariable(FName VarName, const FVector& Value);
UFUNCTION(BlueprintCallable, Category = "Animation",
meta = (DisplayName = "设置蓝图变量 (Color)"))
void SetBlueprintColorVariable(FName VarName, const FLinearColor& Value);
UFUNCTION(BlueprintCallable, Category = "Animation",
meta = (DisplayName = "设置蓝图变量 (Vector2D)"))
void SetBlueprintVector2DVariable(FName VarName, const FVector2D& Value);
Called from UTextAnimInstance (4 Overloads)
UFUNCTION(BlueprintCallable, Category = "Texturge|动画",
meta = (DisplayName = "设置蓝图变量"))
void SetBlueprintVariable(FName VarName, float Value);
UFUNCTION(BlueprintCallable, Category = "Texturge|动画",
meta = (DisplayName = "设置蓝图变量 (Vector)"))
void SetBlueprintVectorVariable(FName VarName, const FVector& Value);
UFUNCTION(BlueprintCallable, Category = "Texturge|动画",
meta = (DisplayName = "设置蓝图变量 (Color)"))
void SetBlueprintColorVariable(FName VarName, const FLinearColor& Value);
UFUNCTION(BlueprintCallable, Category = "Texturge|动画",
meta = (DisplayName = "设置蓝图变量 (Vector2D)"))
void SetBlueprintVector2DVariable(FName VarName, const FVector2D& Value);
Usage Pattern
- Place an
AnimatedTextBlockreference in the event graph - Drag out from the pin → search for
Set Blueprint Variable - Select the overload matching the Blueprint variable type (Float / Int / Bool / Vector / Color / Vector2D)
- Enter
Variable Name(must match a variable declared in the animation Blueprint’s Class Defaults) - Chain into a subsequent
Playcall
Typical Blueprint graph snippet:
[Event BeginPlay]
→ [Set Blueprint Variable] ( "Speed", 2.0 )
→ [Play]
Glyph Animation Layer & Factory Nodes
UGlyphAnimationLayer (73 Blueprint functions) and UGlyphAnimationFactory (69 Blueprint functions) are the core of Blueprint orchestration; all return themselves for chaining.
Creation Nodes
| Blueprint node | Returns | Description |
|---|---|---|
Create Glyph Animation Layer | UGlyphAnimationLayer* | pass a glyph animation asset + blend mode + schedule array + playback parameters |
Create Glyph Animation Layer (Text) | UGlyphAnimationLayer* | auto-generates the schedule from text |
Create Factory | UGlyphAnimationFactory* | pass a base layer + global schedule array |
Create Factory (Text) | UGlyphAnimationFactory* | auto-generates the global schedule from text |
Scheduling Nodes (Isomorphic for Layer & Factory)
| Blueprint node | Description |
|---|---|
Set Glyph Delay (SetDelayAt) | sets the delay of the glyph at index (Index = -1 applies to all) |
Skip Glyph (SkipAt) | skips the glyph at index (Index = -1 applies to all) |
Set Start Delay Value (SetStartDelayAt) | absolute start delay (seconds) |
Set Skip Animation (SetSkipAnimationAt) | per-glyph skip toggle |
Set Animation Clip (SetAnimationClipAt) | front/back trim (seconds, playback axis) |
Is Whitespace / Is Punctuation / Is CJK / Is Decorator Glyph | glyph classification queries |
TIP
Delay API call order:
SetStartDelayAt(-1, X)first, thenSetDelayAt(-1, Y)→ glyph i delay = X + i × Y (staggered). In reverse order,SetStartDelayAtuses absolute-override semantics and overwrites the stagger result.
Glyph Tweak Nodes (51 per Layer / Factory)
10 properties × 5 operations (multiply / divide / add / subtract / clear steps) + clear all:
| Property | Value type | Function pattern |
|---|---|---|
| Opacity | float | MultiplyOpacityAt / DivideOpacityAt / AddOpacityAt / SubtractOpacityAt / ClearOpacityStepsAt |
| LetterSpacing | float | MultiplyLetterSpacingAt / … / ClearLetterSpacingStepsAt |
| Rotation | float | MultiplyRotationAt / … / ClearRotationStepsAt |
| Translation | FVector2D | MultiplyTranslationAt / … / ClearTranslationStepsAt |
| Scale | FVector2D | MultiplyScaleAt / … / ClearScaleStepsAt |
| Shear | FVector2D | MultiplyShearAt / … / ClearShearStepsAt |
| Pivot | FVector2D | MultiplyPivotAt / … / ClearPivotStepsAt |
| ShadowOffset | FVector2D | MultiplyShadowOffsetAt / … / ClearShadowOffsetStepsAt |
| Tint | FLinearColor | MultiplyColorAt / … / ClearColorStepsAt |
| Shadow tint | FLinearColor | MultiplyShadowColorAt / … / ClearShadowColorStepsAt |
Every function signature is uniformly (Index, Value) → self:
UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category = "Texturge|层|字形微调|不透明度",
meta = (DisplayName = "乘算字形不透明度", ReturnDisplayName = "Layer"))
UGlyphAnimationLayer* MultiplyOpacityAt(UPARAM(DisplayName = "Index") int32 Index,
UPARAM(DisplayName = "Value") float Value);
Additionally, Clear Glyph Overrides At (ClearGlyphOverridesAt) clears all steps of the given glyph.
Bake Nodes
| Blueprint node | Returns | Description |
|---|---|---|
Bake (Factory) | FBakedStage | runs the three-step bake pipeline (per-layer bake → layer tweaks → factory post-processing) |
Add Layer / Set Layers (Factory) | the factory itself | layer management (later layers have higher priority) |
Glyph Animation & Scheduling Nodes
| Blueprint node | Target class | Returns | Description |
|---|---|---|---|
Get Duration | UGlyphAnimation | float | total animation duration (seconds) |
Get Track Types | UGlyphAnimation | TArray<ETextAnimationTrackType> | track types in the animation |
Has Track Type | UGlyphAnimation | bool | checks a track type |
Build Schedule Info | UTextAnimInstance (static) | TArray<FGlyphScheduleInfo> | generates a schedule array from text (prefilled classification) |
Get Animation by Name | UTextAnimInstance | UGlyphAnimation* | finds an asset by name |
Get Character Count | UTextAnimInstance | int32 | character count of the currently compiled text |
Event Sound Component Nodes
Exposed from UEventSoundComponent (Category Texturge|Event Sound):
| Blueprint node | Description |
|---|---|
Set Glyph Sound / Get Character Sound / Remove Glyph Sound / Clear All Sounds | character → sound mapping management (keyed by character value int32) |
Set Punctuation Delay / Get Punctuation Delay / Reset Punctuation Delays / Clear Punctuation Delays | punctuation pause delay management |
Bind Animator / Unbind Animator | bind/unbind with the UTextAnimator on the same Actor |
Query Node Summary
| Blueprint node | Return type | Target class |
|---|---|---|
Is Animating | bool | both widgets |
Is Complete / Get Current Stage / Get Stage Time / Get Revealed Count / Get Total Glyph Count | see descriptions | UTextAnimationStageController |
Is Valid | bool | UGlyphAnimationLayer |