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

UTextAnimator exposes no Blueprint functions (all plain C++ methods, driven internally by UAnimatedRichTextBlock). The UK2Node_PrintWithAnimation node was removed during the refactor and does not exist in the current version.

UAnimatedTextBlock

Playback Control (Category Animation)

NodeDisplayNameDescription
PlayPlaystarts the per-glyph reveal animation
PausePausepauses playback
ResumeResumeresumes playback
StopStopstops and resets
SkipToEndSkip to Endimmediately displays all text
IsAnimatingIs AnimatingBlueprintPure query

Blueprint Variable Setters (6 Overloads)

NodeDisplayNameValue type
SetBlueprintVariableSet Blueprint Variablefloat
SetBlueprintVariable_IntSet Blueprint Variable (Int)int32
SetBlueprintVariable_BoolSet Blueprint Variable (Bool)bool
SetBlueprintVectorVariableSet Blueprint Variable (Vector)FVector
SetBlueprintColorVariableSet Blueprint Variable (Color)FLinearColor
SetBlueprintVector2DVariableSet Blueprint Variable (Vector2D)FVector2D

Blueprint Events (BlueprintAssignable)

EventSignature
OnCharacterRevealedBPint32 RevealedCount
OnAnimationCompleteBP

UAnimatedRichTextBlock

Playback Control (Category Animation)

Play / Pause / Resume / Stop / SkipToEnd / IsAnimating — isomorphic to UAnimatedTextBlock.

Blueprint Events (BlueprintAssignable)

EventSignature
OnCharacterRevealedBPint32 CharIndex, FString Character
OnAnimationCompleteBP

UTextAnimationStageController

Playback Control (Category Texturge|Stage Controller)

NodeDisplayNameDescription
Play / Pause / Resume / StopPlay/Pause/Resume/Stopplayback lifecycle
RevealAllReveal Allimmediately reveals all glyphs
SetPlayDirection(EStagePlayDirection)Set Play DirectionForward / Reverse / PingPong
SetLoop(bool)Set Looploop playback
TickAnimation(float)Tick Animationadvance the clock per frame
EvaluateAllGlyphs(TArray<FGlyphAnimationState>&)Evaluate All Glyphsbatch evaluation

Queries (BlueprintPure)

NodeDisplayNameReturns
IsPlayingIs Playingbool
IsCompleteIs Completebool
GetCurrentStageGet Current StageEAnimationStage
GetStageTimeGet Stage Timefloat
GetRevealedGlyphCountGet Revealed Countint32
GetTotalGlyphCountGet Total Glyph Countint32

NOTE

The legacy GoToStage / GetStageState / SetTransitionDuration / SetCrossfadeEnabled nodes do not exist in the current version — stage transitions advance automatically via TickAnimation, and transition durations are configured through the Blueprint asset’s StageTransitionConfig property.

UTextAnimInstance

NodeDisplayNameDescription
SetBlueprintVariableSet Blueprint Variablefloat overload
SetBlueprintVectorVariableSet Blueprint Variable (Vector)FVector overload
SetBlueprintColorVariableSet Blueprint Variable (Color)FLinearColor overload
SetBlueprintVector2DVariableSet Blueprint Variable (Vector2D)FVector2D overload
BuildScheduleInfosBuild Schedule Infostatic, text → TArray<FGlyphScheduleInfo>
GetAnimationByNameGet Animation by Namelooks up a UGlyphAnimation
GetCharacterCountGet Character CountBlueprintPure

UGlyphAnimationLayer / UGlyphAnimationFactory

Full node families (73 layer / 69 factory Blueprint functions):

GroupNodes (selection)Description
CreationCreate Glyph Animation Layer / Create Glyph Animation Layer (Text) / Create Factory / Create Factory (Text)static factories (factory creation requires a base layer + schedule)
Layer managementAdd Layer / Set Layers (factory)later layers have higher priority
SchedulingSet Glyph Delay / Skip Glyph / Set Start Delay Value / Set Skip Animation / Set Animation ClipIndex = -1 applies to all
Classification queriesIs Whitespace / Is Punctuation / Is CJK / Is Decorator Glyphschedule classification
Glyph tweaks10 properties × (Multiply/Divide/Add/Subtract/Clear Steps) + Clear All Glyph Tweaksordered operation steps (51)
PlaybackSet Play Mode (layer)PlayDirection + speed + loop count
BakeBake (factory)returns FBakedStage

UEventSoundComponent

NodeDisplayNameDescription
SetSoundForCharacter(int32, TSoftObjectPtr<USoundBase>)Set Glyph Soundcharacter → sound mapping
GetSoundForCharacter(int32)Get Character Soundquery mapping
RemoveSoundForCharacter(int32)Remove Glyph Soundremove mapping
ClearAllSounds()Clear All Soundsclear all mappings
SetPunctuationDelayForCharacter(int32, float)Set Punctuation Delaypunctuation pause (seconds)
GetPunctuationDelayForCharacter(int32)Get Punctuation DelayBlueprintPure
ResetPunctuationDelaysToDefault()Reset Punctuation Delaysrestore defaults
ClearPunctuationDelays()Clear Punctuation Delaysclear all
BindToAnimator() / UnbindFromAnimator()Bind/Unbind Animatorauto-finds the UTextAnimator on the same Actor

Blueprint Variable System

EAnimParamType

Enum valueC++ type
Floatfloat
Intint32
Boolbool
VectorFVector
ColorFLinearColor
Vector2DFVector2D

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

UAnimParameterOverrides is a UObject (UCLASS), not a USTRUCT — it attaches as an Instanced property on UAnimatedTextBlock::ParameterOverrides, held independently by each widget instance.

Parameter Override Priority

  1. Widget instance overridesUAnimatedTextBlock::ParameterOverrides (edited in the Details panel)
  2. Entry overridesFAnimationEntry’s 6 override maps (configured in the data asset)
  3. 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.

images/stage-controller-blueprint.png — Blueprint graph example: AnimatedTextBlock reference wired to SetBlueprintVariable (Float) and Play nodes, with stage controller node group (TickAnimation, GetCurrentStage, GetRevealedGlyphCount) driving HUD typewriter counter below
images/param-override-hierarchy.png — Parameter override priority diagram: widget instance ParameterOverrides (highest) → DataAsset FAnimationEntry overrides → blueprint Class Defaults (lowest), finally written to the bake temporary instance