> 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/effects/add-effects-to-your-texts/databases.md).

# Databases

Effects are stored into Databases (e.g. “**Behaviors**”, “**Appearances**”, “**Disappearances**”), which are Data Assets as well.

You can add and remove effects to any Database however you prefer, and you can have multiple Animated Text Block widgets share the same Databases too. By default, all Animated Text Block widgets will share the same “**Default**” Databases from the settings file.

You can create new effects by right-clicking in the Content Browser -> Miscellaneous -> Data Asset -> Choose desired Behaviour, Appearance, Action, etc. as class.

![Text Animator for Unreal Engine effect Data Assets.](/files/tgVsoF2KOKusTLeueJdB)

Since you can also edit effect tags in each Data Asset, you could create different ones for different purposes, like a specific “shake” effect that applies when a dialogue has to communicate “cold”, and another when it should communicate “fear”.

## Database Location

The default collections are determined by the "**TextAnimatorSettings**" Data Asset, which contains all references used by the plugin to work.&#x20;

To locate this in your project click on Edit -> Project Settings.&#x20;

<figure><img src="/files/JI8LBXIhNVTWxAFW7fFl" alt=""><figcaption></figcaption></figure>

By clicking on "Text Animator Developer Settings" you will find the link to the main data asset. Click on the icon indicated above to locate it in your project.&#x20;

From here you can override and add as many entities as you wish!
