Blueprint Node Reference
This document organizes all Blueprint functions exposed by Texturge by class (quick reference). Detailed signatures, parameters, and usage patterns are in the”Blueprint API”section; the full UGlyphAnimationLayer / UGlyphAnimationFactory node families are in”Blueprint API · Node Reference”.
NOTE
UTextAnimatorexposes no Blueprint functions (all plain C++ methods, driven internally byUAnimatedRichTextBlock). TheUK2Node_PrintWithAnimationnode was removed during the refactor and does not exist in the current version.
UAnimatedTextBlock
Playback Control (Category Animation)
| Node | DisplayName | Description |
|---|---|---|
Play | Play | starts the per-glyph reveal animation |
Pause | Pause | pauses playback |
Resume | Resume | resumes playback |
Stop | Stop | stops and resets |
SkipToEnd | Skip to End | immediately displays all text |
IsAnimating | Is Animating | BlueprintPure query |
Blueprint Variable Setters (6 Overloads)
| Node | DisplayName | Value type |
|---|---|---|
SetBlueprintVariable | Set Blueprint Variable | float |
SetBlueprintVariable_Int | Set Blueprint Variable (Int) | int32 |
SetBlueprintVariable_Bool | Set Blueprint Variable (Bool) | bool |
SetBlueprintVectorVariable | Set Blueprint Variable (Vector) | FVector |
SetBlueprintColorVariable | Set Blueprint Variable (Color) | FLinearColor |
SetBlueprintVector2DVariable | Set Blueprint Variable (Vector2D) | FVector2D |
Blueprint Events (BlueprintAssignable)
| Event | Signature |
|---|---|
OnCharacterRevealedBP | int32 RevealedCount |
OnAnimationCompleteBP | — |
UAnimatedRichTextBlock
Playback Control (Category Animation)
Play / Pause / Resume / Stop / SkipToEnd / IsAnimating — isomorphic to UAnimatedTextBlock.
Blueprint Events (BlueprintAssignable)
| Event | Signature |
|---|---|
OnCharacterRevealedBP | int32 CharIndex, FString Character |
OnAnimationCompleteBP | — |
UTextAnimationStageController
Playback Control (Category Texturge|Stage Controller)
| Node | DisplayName | Description |
|---|---|---|
Play / Pause / Resume / Stop | Play/Pause/Resume/Stop | playback lifecycle |
RevealAll | Reveal All | immediately reveals all glyphs |
SetPlayDirection(EStagePlayDirection) | Set Play Direction | Forward / Reverse / PingPong |
SetLoop(bool) | Set Loop | loop playback |
TickAnimation(float) | Tick Animation | advance the clock per frame |
EvaluateAllGlyphs(TArray<FGlyphAnimationState>&) | Evaluate All Glyphs | batch evaluation |
Queries (BlueprintPure)
| Node | DisplayName | Returns |
|---|---|---|
IsPlaying | Is Playing | bool |
IsComplete | Is Complete | bool |
GetCurrentStage | Get Current Stage | EAnimationStage |
GetStageTime | Get Stage Time | float |
GetRevealedGlyphCount | Get Revealed Count | int32 |
GetTotalGlyphCount | Get Total Glyph Count | int32 |
NOTE
The legacy
GoToStage/GetStageState/SetTransitionDuration/SetCrossfadeEnablednodes do not exist in the current version — stage transitions advance automatically viaTickAnimation, and transition durations are configured through the Blueprint asset’sStageTransitionConfigproperty.
UTextAnimInstance
| Node | DisplayName | Description |
|---|---|---|
SetBlueprintVariable | Set Blueprint Variable | float overload |
SetBlueprintVectorVariable | Set Blueprint Variable (Vector) | FVector overload |
SetBlueprintColorVariable | Set Blueprint Variable (Color) | FLinearColor overload |
SetBlueprintVector2DVariable | Set Blueprint Variable (Vector2D) | FVector2D overload |
BuildScheduleInfos | Build Schedule Info | static, text → TArray<FGlyphScheduleInfo> |
GetAnimationByName | Get Animation by Name | looks up a UGlyphAnimation |
GetCharacterCount | Get Character Count | BlueprintPure |
UGlyphAnimationLayer / UGlyphAnimationFactory
Full node families (73 layer / 69 factory Blueprint functions):
| Group | Nodes (selection) | Description |
|---|---|---|
| Creation | Create Glyph Animation Layer / Create Glyph Animation Layer (Text) / Create Factory / Create Factory (Text) | static factories (factory creation requires a base layer + schedule) |
| Layer management | Add Layer / Set Layers (factory) | later layers have higher priority |
| Scheduling | Set Glyph Delay / Skip Glyph / Set Start Delay Value / Set Skip Animation / Set Animation Clip | Index = -1 applies to all |
| Classification queries | Is Whitespace / Is Punctuation / Is CJK / Is Decorator Glyph | schedule classification |
| Glyph tweaks | 10 properties × (Multiply/Divide/Add/Subtract/Clear Steps) + Clear All Glyph Tweaks | ordered operation steps (51) |
| Playback | Set Play Mode (layer) | PlayDirection + speed + loop count |
| Bake | Bake (factory) | returns FBakedStage |
UEventSoundComponent
| Node | DisplayName | Description |
|---|---|---|
SetSoundForCharacter(int32, TSoftObjectPtr<USoundBase>) | Set Glyph Sound | character → sound mapping |
GetSoundForCharacter(int32) | Get Character Sound | query mapping |
RemoveSoundForCharacter(int32) | Remove Glyph Sound | remove mapping |
ClearAllSounds() | Clear All Sounds | clear all mappings |
SetPunctuationDelayForCharacter(int32, float) | Set Punctuation Delay | punctuation pause (seconds) |
GetPunctuationDelayForCharacter(int32) | Get Punctuation Delay | BlueprintPure |
ResetPunctuationDelaysToDefault() | Reset Punctuation Delays | restore defaults |
ClearPunctuationDelays() | Clear Punctuation Delays | clear all |
BindToAnimator() / UnbindFromAnimator() | Bind/Unbind Animator | auto-finds the UTextAnimator on the same Actor |
Blueprint Variable System
EAnimParamType
| Enum value | C++ type |
|---|---|
Float | float |
Int | int32 |
Bool | bool |
Vector | FVector |
Color | FLinearColor |
Vector2D | FVector2D |
TAnimParamTraits Mapping
TAnimParamTraits<T, Owner> maps C++ types to override map members (one specialization set each for UAnimParameterOverrides and FAnimationEntry), powering the type-safe SetBlueprintVariable overloads and unified ApplyAnimParamOverridesToInstance injection.
UAnimParameterOverrides
Instance parameter override storage object:
UCLASS(meta = (DisplayName = "动画参数覆盖"))
class TEXTURGE_API UAnimParameterOverrides : public UObject
{
TMap<FName, float> FloatOverrides;
TMap<FName, int32> IntOverrides;
TMap<FName, bool> BoolOverrides;
TMap<FName, FVector> VectorOverrides;
TMap<FName, FLinearColor> ColorOverrides;
TMap<FName, FVector2D> Vector2DOverrides;
};
NOTE
UAnimParameterOverridesis aUObject(UCLASS), not a USTRUCT — it attaches as an Instanced property onUAnimatedTextBlock::ParameterOverrides, held independently by each widget instance.
Parameter Override Priority
- Widget instance overrides —
UAnimatedTextBlock::ParameterOverrides(edited in the Details panel) - Entry overrides —
FAnimationEntry’s 6 override maps (configured in the data asset) - Blueprint defaults — variable defaults in the animation Blueprint Class Defaults
At bake time priority 1 > 2 > 3; overrides are written into the bake temporary instance and the Blueprint CDO is never modified.