Installation & Configuration

Texturge Beta is a text animation engine plugin for Unreal Engine 5.6+. This guide walks you through installation, enabling, and project configuration.

Installing the Plugin

Applies to: first-time installation of Texturge into a UE5 project.

Install from a Local Folder

  1. Copy the Texturge plugin folder into your project’s Plugins/ directory (create it manually if it does not exist)

  2. Launch the project — UE5 detects the new plugin and prompts you to select Yes to compile it

    Compile plugin screenshot: UE5 detects the new plugin and prompts you to select "Yes" to compile

  3. After compilation, open Edit > Plugins and search for “Texturge”

  4. Confirm the Texturge plugin is enabled

  5. Restart the editor for the plugin to take full effect

Install from the Fab Marketplace

  1. Search for “Texturge” on the Fab marketplace

    Fab marketplace screenshot: Texturge product page with install and add-to-library options

  2. Add the plugin to your Epic Games account library

  3. Install to the target engine version via the Epic Games Launcher

  4. Enable the plugin under Edit > Plugins in your project

NOTE

Supported platforms: Win64 / Mac / Linux. No additional dependency modules.

Enabling the Plugin

Applies to: activating the plugin in the Plugin Manager after installation.

  1. Open Edit > Plugins

  2. Search for “Texturge”

  3. Check the Texturge checkbox

  4. Click Restart Now at the bottom right to restart the editor

    Plugin Manager screenshot: search box with "Texturge", the Texturge plugin row highlighted and checked, Restart Now button at bottom right

IMPORTANT

Enable “Show Plugin Content”: by default the Content Browser does not display plugin assets. After enabling the plugin, open the Settings menu at the top left of the Content Browser and check Show Plugin Content to find plugin assets such as presets and demos under Plugins/Texturge/Content/ (e.g. the 16 preset animation blueprints under TextAnimation/Preset/). Otherwise plugin assets stay invisible and the plugin may be mistaken for “missing presets”.

Show Plugin Content screenshot: the "Show Plugin Content" option checked in the Content Browser Settings menu

Project Settings

Applies to: configuring Texturge’s global defaults.

  1. Open Edit > Project Settings > Plugins > Texturge
  2. Access current configuration via UTexturgeSettings::Get() — there are no configuration items yet; all configuration is handled through animation assets and Blueprint variables

C++ Module Dependency

Applies to: Build.cs configuration required when referencing Texturge types from C++ code.

PublicDependencyModuleNames.AddRange(new string[] {
    "Core", "CoreUObject", "Engine",
    "Texturge"
});

NOTE

The module is named "Texturge" (not "TexturgeRuntime"). TexturgeEditor is for editor code only (editor tool classes/modules) and is not included in runtime builds.

Verifying the Installation

Applies to: confirming the plugin works correctly after installation.

Verify in UMG

  1. Right-click in the Content Browser > User Interface > Widget Blueprint to create a widget

  2. Open the Widget Designer and search for Animated Text Block in the Palette

  3. Drag the Animated Text Block widget (UAnimatedTextBlock) onto the canvas

  4. In the Details panel confirm the Text Animation Blueprint and Instance Parameter Overrides properties exist

  5. Compile and save the widget

    UMG widget designer screenshot: "Palette" panel search box with "Animated Text Block", the widget highlighted in the list, an instance placed on the canvas on the right

Verify in a Level (Alternative)

  1. Create a test level and open the Level Blueprint
  2. Event BeginPlayCreate Widget (specify a Widget Blueprint containing the Animated Text Block widget) → Add to Viewport
  3. Call the Play node
  4. Run PIE (Alt+P) and confirm the per-glyph text animation plays

TIP

If Animated Text Block cannot be found in the designer Palette, confirm the Texturge plugin is enabled and restart the editor. If compilation fails, check the project engine version (requires UE 5.6+) and the Build.cs module dependencies.