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 nodeTarget classDescription
Playboth widgetsstarts playing the animation
Pauseboth widgetspauses the current animation
Resumeboth widgetsresumes from pause
Stopboth widgetsstops playback and resets
Skip to Endboth widgetsskips the animation and displays all text
Is Animatingboth widgetsBlueprintPure, whether playing

Stage Controller Nodes

Exposed from UTextAnimationStageController (Category Texturge|Stage Controller):

Blueprint nodeDescription
Play / Pause / Resume / Stopplayback lifecycle control
Reveal Allimmediately reveals all glyphs
Set Play DirectionEStagePlayDirection: Forward / Reverse / PingPong
Set Loopenables loop playback
Tick Animationadvances the animation clock per frame
Evaluate All Glyphsbatch evaluation outputting TArray<FGlyphAnimationState>
Is Playing / Is CompleteBlueprintPure state queries
Get Current Stagereturns EAnimationStage
Get Stage Timereturns the elapsed time of the current stage
Get Revealed Count / Get Total Glyph Countreveal progress queries

NOTE

Initialize and PublishBakedAnimation are C++ injection interfaces (not BlueprintCallable). The widget path completes them automatically inside UAnimatedTextBlock; 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

  1. Place an AnimatedTextBlock reference in the event graph
  2. Drag out from the pin → search for Set Blueprint Variable
  3. Select the overload matching the Blueprint variable type (Float / Int / Bool / Vector / Color / Vector2D)
  4. Enter Variable Name (must match a variable declared in the animation Blueprint’s Class Defaults)
  5. Chain into a subsequent Play call

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 nodeReturnsDescription
Create Glyph Animation LayerUGlyphAnimationLayer*pass a glyph animation asset + blend mode + schedule array + playback parameters
Create Glyph Animation Layer (Text)UGlyphAnimationLayer*auto-generates the schedule from text
Create FactoryUGlyphAnimationFactory*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 nodeDescription
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 Glyphglyph classification queries

TIP

Delay API call order: SetStartDelayAt(-1, X) first, then SetDelayAt(-1, Y) → glyph i delay = X + i × Y (staggered). In reverse order, SetStartDelayAt uses 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:

PropertyValue typeFunction pattern
OpacityfloatMultiplyOpacityAt / DivideOpacityAt / AddOpacityAt / SubtractOpacityAt / ClearOpacityStepsAt
LetterSpacingfloatMultiplyLetterSpacingAt / … / ClearLetterSpacingStepsAt
RotationfloatMultiplyRotationAt / … / ClearRotationStepsAt
TranslationFVector2DMultiplyTranslationAt / … / ClearTranslationStepsAt
ScaleFVector2DMultiplyScaleAt / … / ClearScaleStepsAt
ShearFVector2DMultiplyShearAt / … / ClearShearStepsAt
PivotFVector2DMultiplyPivotAt / … / ClearPivotStepsAt
ShadowOffsetFVector2DMultiplyShadowOffsetAt / … / ClearShadowOffsetStepsAt
TintFLinearColorMultiplyColorAt / … / ClearColorStepsAt
Shadow tintFLinearColorMultiplyShadowColorAt / … / 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 nodeReturnsDescription
Bake (Factory)FBakedStageruns the three-step bake pipeline (per-layer bake → layer tweaks → factory post-processing)
Add Layer / Set Layers (Factory)the factory itselflayer management (later layers have higher priority)

Glyph Animation & Scheduling Nodes

Blueprint nodeTarget classReturnsDescription
Get DurationUGlyphAnimationfloattotal animation duration (seconds)
Get Track TypesUGlyphAnimationTArray<ETextAnimationTrackType>track types in the animation
Has Track TypeUGlyphAnimationboolchecks a track type
Build Schedule InfoUTextAnimInstance (static)TArray<FGlyphScheduleInfo>generates a schedule array from text (prefilled classification)
Get Animation by NameUTextAnimInstanceUGlyphAnimation*finds an asset by name
Get Character CountUTextAnimInstanceint32character count of the currently compiled text

Event Sound Component Nodes

Exposed from UEventSoundComponent (Category Texturge|Event Sound):

Blueprint nodeDescription
Set Glyph Sound / Get Character Sound / Remove Glyph Sound / Clear All Soundscharacter → sound mapping management (keyed by character value int32)
Set Punctuation Delay / Get Punctuation Delay / Reset Punctuation Delays / Clear Punctuation Delayspunctuation pause delay management
Bind Animator / Unbind Animatorbind/unbind with the UTextAnimator on the same Actor

Query Node Summary

Blueprint nodeReturn typeTarget class
Is Animatingboolboth widgets
Is Complete / Get Current Stage / Get Stage Time / Get Revealed Count / Get Total Glyph Countsee descriptionsUTextAnimationStageController
Is ValidboolUGlyphAnimationLayer
images/blueprint-nodes.png — Blueprint node overview: left shows chained orchestration in BuildDefaultAnimation event graph (CreateLayer → SetDelayAt → MultiplyScaleAt → CreateFactory → AddLayer → Bake), right shows UAnimatedTextBlock play controls and SetBlueprintVariable nodes