> 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>

Short answer: **yes,&#x20;*****but it doesn't depend from Text Animator***.

* About translated text:\
  Yes, but localization is not handled by Text Animator. Localization is handled by external code instead (it could be your own localization manager, a dialogue system, \[…].\
  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 the translated Language (example “hello \<shake> how are you?”, should be translated to “ciao \<shake> come stai?”).\
  Then, you can simply call "Typewriter->ShowText(translatedText);".\
  (This localization process also applies to any other game/project \[...])
* About different fonts:\
  Whataver Slate supports, we support.

</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-text-layout.md) is already available though, so you can plug in your custom text solution.

</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!

</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>

***

### 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>" %}


---

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