> 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/other/frequently-asked-questions.md).

# Frequently Asked Questions

### Localization

<details>

<summary>Does Text Animator work with multiple languages?</summary>

**Yes,&#x20;*****but it does not depend on Text Animator***.

Localization is not handled by Text Animator but by external code (it could be your own localization manager, a dialogue system, etc).&#x20;

In other words, **Text Animator is not a localization plugin.**

If you have a text that contains a rich text tag, it must have the same layout in each translated language. For example `“hello <shake> how are you?”`, should be translated in Italian to `“ciao <shake> come stai?”`.

Finally, you can simply call `Typewriter->ShowText(translatedText);` or the Blueprint equivalent.

</details>

<details>

<summary>Is RTL text supported? (right to left)</summary>

Since we completely re-implemented text shaping from the ground up, unfortunately RTL is not available right now. [Custom shaping](/text-animator-unreal/integrations/how-to-perform-your-own-text-shaping-and-text-layout.md) is already available though, so you can plug in your custom text solution.

</details>

<details>

<summary>Are other fonts supported?</summary>

Whatever Slate supports, we support.

</details>

***

### Integrations & Versions

<details>

<summary>Which Unreal versions are supported?</summary>

You can discover which Unreal versions are supported by reading here: [Requirements & Limitations](/text-animator-unreal/other/requirements-and-limitations.md)

</details>

<details>

<summary>Is my [insert dialogue system here] supported?</summary>

You can discover which third party plugin is already integrated with Text Animator by reading here: [Integrated Plugins & Dialogues  Systems](/text-animator-unreal/integrations/integrated-plugins-and-dialogues-systems.md)

</details>

***

### Effects

<details>

<summary>Can I also make the text disappear?</summary>

Yes! [Show and hide letters dynamically](https://app.gitbook.com/o/uOwpPkXHPkAcv95a7lxP/sites/site_Y3iLC/s/I1Qx870glSHRxZzgXmjG/~/edit/~/changes/7/typewriter/show-and-hide-letters-dynamically)

</details>

<details>

<summary>When are effects applied? After opening tags or after closing them?</summary>

An effect is applied from the moment you open its tag.

"<mark style="background-color:orange;">\<shake>hello</mark>" will already have the word "<mark style="background-color:orange;">hello</mark>" shaking from the moment you set the first '<mark style="background-color:orange;">></mark>' character.

</details>

<details>

<summary>Does TextAnimator preview effects in Edit Mode?</summary>

Yes! Effects and typewriting already happen while designing your widget blueprint. There's also a section in the details of AnimTextBlock widgets called "Preview Effects" with additional controls.

<figure><img src="/files/cKCqFR7ZHTUeW1svkmmT" alt="" width="493"><figcaption></figcaption></figure>

</details>

***

### Installation

<details>

<summary>Why do I have two "TextAnimatorFebucci/Data" folders?</summary>

During plugin installation, the “Data” folder is copied from the plugin content into your project under `Content/Plugins/TextAnimatorFebucci`. This allows you to customize the standard parameters of the built-in effects without altering the default ones, which are stored in a separate folder.

Note that the main folder is the one inside your project’s `Content` directory. The `Plugins/TextAnimatorFebucci Content`  folder (either among your engine content or not depending on how you set up the plugin) contains example scenes and the original built-in databases, which are not used by default by the plugin.

If you add any customized assets, you will need to update the databases in your project’s `Content` folder.

</details>

<details>

<summary>Can I install the plugin in my project?</summary>

Very short answer: technically yes... but we still recommend installing it as an Engine plugin.

Text Animator for Unreal is distributed without its C++ source code. This means it cannot be recompiled locally and Unreal Engine must use the precompiled binaries supplied with the plugin.

Installing it under your project’s `Plugins` folder generally works when using one of the supported Engine version and opening the project normally. Regular Development and Shipping builds should also work.

However, there are two important Visual Studio limitations:

* Visual Studio’s Clean and Rebuild operations may delete files from Text Animator’s own `Binaries` and `Intermediate` folders. These include required precompiled artifacts that cannot be regenerated without the plugin source. If this happens, reinstall or restore the plugin. Also, do not manually delete the plugin’s `Binaries` or `Intermediate` folders.
* Unreal Engine plugin packaging does not include Debug or DebugGame binaries. Compiling the project in these configurations may therefore produce missing-module errors or request a plugin rebuild, which cannot succeed without the source code.&#x20;

This is why we recommend to install Text Animator under `Engine/Plugins/Marketplace`, which is Unreal Engine’s supported location for source-less precompiled plugins.

</details>

***

### Other

<details>

<summary>Can I delete the plugin's "Example" folder?</summary>

Sure, you can delete the plugin's example folder if you don't need it.

</details>

<details>

<summary><em>Who is awesome?</em></summary>

You are awesome!

</details>

***

### Ask us Something

In case you have extra questions, please feel free to contact us!

{% embed url="<https://www.textanimatorforgames.com/support>" %}
