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:
Animation parameters can be dynamically adjusted at runtime via Blueprint/C++ without modifying configuration:
// Set a runtime float parametervoid UTextAnimInstance::SetParameter(FName Name, float Value);// Set track weightvoid 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