Installation & Setup

Installation Steps

  1. Copy the Plugins/Texturge folder into your UE5 project’s Plugins directory.
  2. Restart the Unreal Engine editor.
  3. Go to Edit > Plugins, search for “Texturge”, and confirm the plugin is enabled (Category: UI).

IMPORTANT

Texturge Pro requires Unreal Engine 5.7 or later.

NOTE

CommonUI is an optional integration dependency and does not affect core functionality.

{ProjectRoot}/
├── Plugins/
│   └── Texturge/
│       ├── Texturge.uplugin
│       ├── Source/
│       │   ├── Texturge/        ← Runtime module
│       │   └── TexturgeEditor/  ← Editor module
│       └── Content/
└── {ProjectName}.uproject

Module Dependencies

Texturge’s Runtime module depends on the following engine modules (handled automatically, no manual configuration needed):

  • Core, CoreUObject, Engine, Slate, SlateCore, UMG
  • MovieScene, MovieSceneTracks (Sequencer integration)
  • CommonUI (optional)

Project Settings

After installation, you can find the plugin configuration panel at Edit > Project Settings > Texturge.

All settings are stored in your project’s Config/DefaultGame.ini (the USettings class uses the config = Game attribute). Default values are generated automatically when the settings panel is first opened.

images/project-settings.png — Unreal Editor Project Settings window with Texturge category highlighted in the left sidebar

Verifying Installation

After a successful installation:

  1. Right-click in the Content Browser → Texturge → Text Animation Blueprint to create a new asset.
  2. In the UMG Widget Designer’s Palette panel, search for “Animated” to see the AnimatedTextBlock and AnimatedRichTextBlock widgets.
  3. The top menu Window > Texturge opens a standalone panel (reserved entry point).
images/content-browser-create-asset.png — Content Browser right-click menu with "Text Animation Blueprint" highlighted in the Texturge submenu

Using in Blueprint

Texturge widgets can be used in UMG or created directly in C++:

C++ example:

// Create an animated text block
UAnimatedTextBlock* TextBlock = NewObject<UAnimatedTextBlock>();
TextBlock->SetText(FText::FromString("Hello Texturge!"));
TextBlock->TextAnimationBlueprint = MyAnimationBP;
TextBlock->bAutoPlay = true;

// Create an animated rich text block
UAnimatedRichTextBlock* RichBlock = NewObject<UAnimatedRichTextBlock>();
RichBlock->SetText(FText::FromString("Hello <anim>Texturge</>!"));
RichBlock->AnimationData = MyAnimationDataAsset;
RichBlock->bAutoPlay = true;

Blueprint usage: Drag the widget from the UMG Widget Blueprint Palette panel, configure the TextAnimationBlueprint or AnimationData property in the Details panel, and check AutoPlay.