> 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/create-effects-in-the-editor.md).

# Create effects in the Editor

In Text Animator, other than having built-in effects ready to use, you can also create your own **directly from the editor**, without having to use any C++ or Blueprints.

{% hint style="info" %}
If you want to write custom effects via C++ instead, please have a look at [Writing Custom Effects (C++)](/text-animator-unreal/customization/create-your-own-effects/writing-custom-effects-c++.md)
{% endhint %}

To create a new Effect Data Asset right click in the Content Browser -> Miscellaneous -> Data Asset. Then you can choose Uniform Curve Animation as class.

![](/files/kLmGYNowQO6cVNF3xDnx)

This class let you create custom combinations of already existing effects, or create your own ones from scratch.

{% hint style="warning" %}
To use an effect, remember to add it to a Database and reference it in an Animated Text Block widget, as explained here [Databases](/text-animator-unreal/effects/add-effects-to-your-texts/databases.md)
{% endhint %}

## Common Modules

Editor Effects might have some "modules"[^1] in common, which let you control your animation in different ways.

### Time Mode <a href="#modules" id="modules"></a>

In some Effect Data Assets, you might see a "Time Mode" module.

A **time mode** handles how an effect animates letters through time (and character), including speed and characters delay.

![](/files/5Y6k6TcwmJ9t1tbk4Frh)

<table><thead><tr><th width="185">Field Name</th><th>Explanation</th></tr></thead><tbody><tr><td><strong>Start Delay</strong></td><td>The time to wait before starting the entire effect animation</td></tr><tr><td><strong>Use Uniform Time</strong></td><td>If enabled, the animation will use the same time for all characters. If disabled, the animation will play based on a character “alive” time.</td></tr><tr><td><strong>Wave Size</strong></td><td>A time offset to apply to every character progressively. This is useful to create a wave-like effect, where the first character is slightly below the second one and so on.</td></tr><tr><td><strong>Time</strong> <strong>Speed</strong></td><td>The base speed of the animation</td></tr></tbody></table>

### Emission <a href="#emission" id="emission"></a>

Controls the influence and duration of the entire effect.

![](/files/bGA86nC1VxHbluiz4Hyr)

<table><thead><tr><th width="153">Field Name</th><th>Explanation</th></tr></thead><tbody><tr><td><strong>Cycles</strong></td><td>The number of times the animation will be repeated. ‘-1’ means infinite</td></tr><tr><td><strong>Duration</strong></td><td>How long a cycle should last</td></tr><tr><td><strong>Weight Over Time</strong></td><td>The intensity of the effect during a cycle. You can have it be always 1, thus having an animation that is always on, or you can have it fade in or out. </td></tr></tbody></table>

{% hint style="info" %}
To create a Disappearance Effects, simply have "**Weigth Over Time**" go from 1 to 0 as you would with an Appearance, and Text Animator will play it in reverse when needed.
{% endhint %}

#### Animation Curves <a href="#animation-curves" id="animation-curves"></a>

Whenever you see a Curve ([Unreal Docs](https://dev.epicgames.com/documentation/en-us/unreal-engine/keys-and-curves-in-unreal-engine)) in any module in the editor (like the “**Weight Over Time**”), remember that you can edit the “**Pre/Post Extrapolation State**” to make it cycle, ping-pong or be clamped (constant) once a cycle finishes.

<img src="/files/LCamhzNizoCRs6NeRUjJ" alt="Pre and post extrapolate options for curves in Unreal" width="563">

{% hint style="info" %}
If you’re creating an animation that repeats or loops X times, you might want to set the Post Extrapolate State to “Cycle” so that the animation doesn’t stop after the first cycle finishes.
{% endhint %}

### Effect Types <a href="#recommendations" id="recommendations"></a>

There are two type of "**Custom Editor Effects**" that you can create and play with

* [Curve Effects](/text-animator-unreal/customization/create-your-own-effects/create-effects-in-the-editor/curve-effects.md): let you choose different movement, scale, rotation curves and more over time
* [Composite Effects](/text-animator-unreal/customization/create-your-own-effects/create-effects-in-the-editor/composite-effects.md): let you combine existing effects together

[^1]: Classes that perform a specific feature, like controlling time or emission over characters - and they work the same way anywhere you find them
