Configuration Reference

Texturge’s configuration is managed through UE’s standard UDeveloperSettings mechanism, accessible from the Project Settings panel.

Configuration Location

  • Editor panel: Edit > Project Settings > Texturge
  • Configuration file: {ProjectRoot}/Config/DefaultGame.ini (the USettings class uses the config = Game attribute)
  • Class name: USettings (inherits UDeveloperSettings)

Accessing Configuration

// Get the configuration singleton in C++
USettings* Settings = USettings::Get();

Blueprint Configuration

The core text animation configuration is not in the plugin settings but in the Class Defaults of UTextAnimInstance. These values are edited in the animation blueprint and shared by all instances:

Preview Viewport

PropertyTypeDefaultDescription
PreviewWidthfloat500.0Preview container width constraint
PreviewHeightfloat200.0Preview container height constraint (0 = unlimited)
bPreviewSizeToContentboolfalseAuto-fit container to text content size

Preview Text

PropertyTypeDefaultDescription
PreviewTextFString"Hello Texturge"Text used when previewing animation in the editor

Color & Appearance

PropertyTypeDefaultDescription
PreviewColorAndOpacityFLinearColorWhiteText color and opacity
PreviewMinDesiredWidthfloat0.0Minimum desired width for the text area

Font

PropertyTypeDefaultDescription
PreviewFontUFont*nullptrPreview font asset (overrides default font)
PreviewLetterSpacingint320Character spacing
PreviewFontMaterialUMaterialInterface*nullptrFont material (custom rendering effects)

Outline

PropertyTypeDefaultDescription
PreviewOutlineSizefloat0.0Text outline stroke size (pixels)
PreviewOutlineColorFLinearColorTransparentText outline stroke color

Shadow

PropertyTypeDefaultDescription
PreviewShadowOffsetFVector2D(0, 0)Text shadow offset
PreviewShadowColorAndOpacityFLinearColorTransparentText shadow color and opacity

Alignment & Wrapping

PropertyTypeDefaultDescription
PreviewTextTransformPolicyETextTransformPolicyNoneText transform rule (uppercase/lowercase)
PreviewJustificationETextJustify::TypeLeftText alignment
bPreviewAutoWrapTextboolfalseAuto-wrap text when it exceeds the area
PreviewWrapTextAtfloat0.0Force wrap at this width (0 = no limit)
PreviewWrappingPolicyETextWrappingPolicyDefaultWrappingText wrapping policy

Line Height & Margin

PropertyTypeDefaultDescription
PreviewLineHeightPercentagefloat1.0Line height percentage
bPreviewApplyLineHeightToBottomLineboolfalseWhether to apply line height to the last line
PreviewMarginFMargin(0)Text block internal margin

Rendering

PropertyTypeDefaultDescription
PreviewClippingEWidgetClippingInheritWidget clipping mode
bPreviewPixelSnappingbooltruePixel snapping (reduces blur)
PreviewRenderOpacityfloat1.0Overall widget render opacity

Overflow & Flow Direction

PropertyTypeDefaultDescription
PreviewFlowDirectionEFlowDirectionPreferenceInheritText flow direction preference
PreviewTextOverflowPolicyETextOverflowPolicyClipText overflow handling strategy

Runtime Parameters

Animation parameters can be dynamically adjusted at runtime via Blueprint/C++ without modifying configuration:

// Set a runtime float parameter
void UTextAnimInstance::SetParameter(FName Name, float Value);

// Set track weight
void UTextAnimInstance::SetTrackWeight(const FGuid& TrackId, float Weight);

These runtime parameters are stored in the RuntimeParameters and RuntimeTrackWeights maps and merged with compiled data during EvaluateTime().

images/project-settings.png — Project Settings window with Texturge category selected in the left sidebar (under Game grouping), showing plugin configuration options