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.

NodeDescription
PlayStarts playback (internally drives UTextAnimationStageController::Play)
PausePauses current playback, state preserved
ResumeResumes from the paused position
StopStops and resets all glyphs
Skip to EndImmediately displays all glyphs
Is AnimatingBlueprintPure query
images/blueprint-play-pause.png — Blueprint graph example: Event BeginPlay → Play node; input event branches wired to Pause/Resume/Stop/SkipToEnd nodes

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

VariableName must match a variable declared in the animation Blueprint’s Class Defaults (FName comparison is case-insensitive). The widget-level 6 overloads cover all types; UTextAnimInstance itself provides 4 overloads (float / Vector / Color / Vector2D).

images/blueprint-set-variable.png — Blueprint graph example: AnimatedTextBlock reference wired to SetBlueprintVariable ("Speed", 2.0) and SetBlueprintVariable (Color) nodes, then to Play

Stage Controller Nodes

Applies to: controlling stage play direction, looping, and reveal.

NodeDescription
Play / Pause / Resume / Stop / Reveal AllPlayback 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 GlyphsBatch output of TArray<FGlyphAnimationState>

NOTE

Initialize / PublishBakedAnimation are 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 groupKeyValue type
FloatOverridesvariable namefloat
IntOverridesvariable nameint32
BoolOverridesvariable namebool
VectorOverridesvariable nameFVector
ColorOverridesvariable nameFLinearColor
Vector2DOverridesvariable nameFVector2D

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

NodeTarget classReturns
Is Playingboth widgetsbool
Is Complete / Get Current Stage / Get Stage Time / Get Revealed Count / Get Total Glyph CountUTextAnimationStageControllerper function name
Get Duration / Get Track Types / Has Track TypeUGlyphAnimationfloat / array / bool
Get Character Count / Get Animation by NameUTextAnimInstanceint32 / UGlyphAnimation*
Set Glyph Sound / Set Punctuation Delay etc.UEventSoundComponent
images/blueprint-all-nodes.png — Complete blueprint example: BeginPlay initialization (SetBlueprintVariable + Play) combined with the BuildDefaultAnimation override graph (Layer/Factory chain orchestration + Bake return)