> 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/preview-and-edit-effects.md).

# Preview and Edit effects

You can edit any effect currently being used by an AnimTextBlock widget by looking for the effects data created by the Plugin in your project.

When Text Animator is installed, it will create a folder named "Plugins/TextAnimatorFebucci" in your project "Content" folder. Here you will find all defaults Databases and settings.

<figure><img src="/files/NQuRIAs6rDl5yYMiPpeA" alt="textanimator unity tweak bounce beh example"><figcaption><p>Example: default install path where the plugin copies the default behaviour effects and settings.</p></figcaption></figure>

{% hint style="info" %}
Since Effects are stored in Data Assets, which are “data containers” that are independent from any level or widget, you can reference them from your own Blueprints/C++ code and modify their values at any time, without needing to have an Animated Text Block widget in your level to access them.
{% endhint %}

## Edit Mode Preview <a href="#edit-mode-preview" id="edit-mode-preview"></a>

You can preview the result of your effects in real time in the editor. Editing the text will trigger an immediate re-shape and show any present effects. If enabled, typewriting will also automatically start.&#x20;

<figure><img src="/files/DOP7xsucujf2TDITvARB" alt=""><figcaption></figcaption></figure>

Finally, there's a "Preview Effects" section in the widget's details with additional controls (such as previewing the text disappearance).

<figure><img src="/files/Ergr5YO3amxKwjE3Yojy" alt=""><figcaption></figcaption></figure>
