Blueprint Node Reference
Texturge provides a rich set of Blueprint-callable nodes covering playback control, parameter overrides, layer orchestration, and state queries. Full signatures are in”Blueprint API · Node Reference”; this article focuses on usage patterns.
UAnimatedTextBlock Control Nodes
Applies to: controlling the playback lifecycle of text animations in Blueprint.
| Node | Description |
|---|---|
Play | Starts playback (internally drives UTextAnimationStageController::Play) |
Pause | Pauses current playback, state preserved |
Resume | Resumes from the paused position |
Stop | Stops and resets all glyphs |
Skip to End | Immediately displays all glyphs |
Is Animating | BlueprintPure query |
SetBlueprintVariable Parameter Overrides
Applies to: dynamically overriding animation Blueprint parameters at runtime without recompiling.
UAnimatedTextBlock provides 6 typed overloads (Float / Int / Bool / Vector / Color / Vector2D) that write into the widget instance’s UAnimParameterOverrides override map, mark it dirty, and trigger an automatic re-bake after a 3-frame cooldown:
[Event BeginPlay]
→ [Set Blueprint Variable] ("Speed", 2.0) ← float
→ [Set Blueprint Variable (Color)] ("Tint", Red) ← FLinearColor
→ [Play]
NOTE
VariableNamemust match a variable declared in the animation Blueprint’s Class Defaults (FNamecomparison is case-insensitive). The widget-level 6 overloads cover all types;UTextAnimInstanceitself provides 4 overloads (float / Vector / Color / Vector2D).
Stage Controller Nodes
Applies to: controlling stage play direction, looping, and reveal.
| Node | Description |
|---|---|
Play / Pause / Resume / Stop / Reveal All | Playback lifecycle (manual path) |
Set Play Direction (EStagePlayDirection) | Forward / Reverse / PingPong |
Set Loop (bool) | Loop playback |
Tick Animation (float) | Manually drive the clock (automatic for widgets; usually unnecessary) |
Evaluate All Glyphs | Batch output of TArray<FGlyphAnimationState> |
NOTE
Initialize/PublishBakedAnimationare C++ injection interfaces (not Blueprint nodes). The widget path completes compilation and initialization automatically; they are only needed for manual C++ driving.
Glyph Animation Layer & Factory Orchestration
Applies to: chaining multi-layer animations in the BuildDefaultAnimation event graph.
[Event BuildDefaultAnimation (GlyphCount, Text)]
→ [Build Schedule Info (Text)] → Schedule
→ [Create Glyph Animation Layer (GlyphAnimations[0], Override, Schedule, Forward, 1.0, 1)] → Layer
→ [Set Start Delay Value (Layer, -1, 0.0)]
→ [Set Glyph Delay (Layer, -1, 0.05)]
→ [Skip Glyph (Layer, -1)]
→ [Multiply Glyph Scale (Layer, 0, (1.2, 1.2))]
→ [Create Factory (Layer, Schedule)] → Factory
→ [Add Layer (Factory, Layer2)]
→ [Multiply Glyph Translation (Factory, -1, (2.0, 1.0))]
→ [Bake (Factory)] → Return Baked Stage
All Layer / Factory nodes return themselves, supporting unlimited chained connections.
UAnimParameterOverrides
Applies to: overriding Blueprint parameter defaults per instance in the UMG Details panel.
UAnimParameterOverrides is an Instanced UObject attached to UAnimatedTextBlock::ParameterOverrides providing 6 override maps:
| Override group | Key | Value type |
|---|---|---|
FloatOverrides | variable name | float |
IntOverrides | variable name | int32 |
BoolOverrides | variable name | bool |
VectorOverrides | variable name | FVector |
ColorOverrides | variable name | FLinearColor |
Vector2DOverrides | variable name | FVector2D |
Priority: widget instance overrides > data asset entry overrides > Blueprint defaults. Each variable row has a Reset button (the CDO is never modified).
UAnimatedRichTextBlock Control Nodes
Applies to: playback control of rich text multi-tag segments.
6 nodes isomorphic to UAnimatedTextBlock (Play / Pause / Resume / Stop / Skip to End / Is Animating), acting on all tag segments; the bSequentialPlayback property toggles sequential/simultaneous playback.
Query Node Quick Reference
| Node | Target class | Returns |
|---|---|---|
Is Playing | both widgets | bool |
Is Complete / Get Current Stage / Get Stage Time / Get Revealed Count / Get Total Glyph Count | UTextAnimationStageController | per function name |
Get Duration / Get Track Types / Has Track Type | UGlyphAnimation | float / array / bool |
Get Character Count / Get Animation by Name | UTextAnimInstance | int32 / UGlyphAnimation* |
Set Glyph Sound / Set Punctuation Delay etc. | UEventSoundComponent | — |