> For the complete documentation index, see [llms.txt](https://docs.febucci.com/text-animator-unreal/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.febucci.com/text-animator-unreal/customization/create-your-own-effects.md).

# Create your own effects

In TextAnimator for Unreal you can create custom effects in many different ways.

* [Create effects in the Editor](/text-animator-unreal/customization/create-your-own-effects/create-effects-in-the-editor.md)
* [Writing Custom Effects (C++)](/text-animator-unreal/customization/create-your-own-effects/writing-custom-effects-c++.md)

Feel free to choose the best methods that better fit you! (Here is a list of [built in effects](/text-animator-unreal/effects/built-in-effects-list.md) instead)

### Recommendations <a href="#recommendations" id="recommendations"></a>

{% hint style="warning" %}
As you'll discover, thanks to custom effects you’re able to create pretty powerful combinations and results. That said (as with anything powerful) **it’s up to you to use them wisely**! In theory you could create an endlessly reference of animations inside each one, resulting in a stack-overflow or frame drop if you have too many texts/animations on screen for example, so please be careful to not overdo things!

That said… have fun!
{% endhint %}


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