Frequently Asked Questions
This page contains frequently asked questions for “Text Animator for Unreal” and their related answers. Please don't hesitate to ask us any question you're interested to!
This page contains frequently asked questions for “Text Animator for Unreal” and their related answers. Please don't hesitate to ask us any question you're interested to!
Short answer: yes, 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.
Since we completely re-implemented text shaping from the ground up, unfortunately RTL is not available right now. Custom shaping is already available though, so you can plug in your custom text solution.
You can discover which Unreal versions are supported by reading here: Requirements & Limitations
You can discover which third party plugin is already integrated with Text Animator by reading here: Integrated Plugins & Dialogues Systems
An effect is applied from the moment you open its tag.
"<shake>hello" will already have the word "hello" shaking from the moment you set the first '>' character.
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.

Sure, you can delete the plugin's example folder if you don't need it.
In case you have extra questions, please feel free to contact us!