Installation & Setup
Installation Steps
- Copy the
Plugins/Texturgefolder into your UE5 project’sPluginsdirectory. - Restart the Unreal Engine editor.
- 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.
Verifying Installation
After a successful installation:
- Right-click in the Content Browser → Texturge → Text Animation Blueprint to create a new asset.
- In the UMG Widget Designer’s Palette panel, search for “Animated” to see the
AnimatedTextBlockandAnimatedRichTextBlockwidgets. - The top menu Window > Texturge opens a standalone panel (reserved entry point).
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.