UMG Text Effects 1.0 supports Unreal Engine 5.4, 5.5, 5.6, 5.7 and 5.8. One source tree serves all five; the
download for each engine differs only in the .uplugin’s engine version and in the demo assets, which are saved by that
engine.
What we ran on each engine before release:
| Engine | Built from the download (RunUAT BuildPlugin) | Automation tests | Other checks |
|---|---|---|---|
| 5.4 | Win64 (Editor, Development, Shipping), 0 warnings | 105 of 105 pass | Android arm64 (Development, Shipping), NDK r25b |
| 5.5 | Win64 (Editor, Development, Shipping) and Android arm64 (Development, Shipping), 0 warnings | 105 of 105 pass | |
| 5.6 | Win64 (Editor, Development, Shipping) and Android arm64 (Development, Shipping), 0 warnings | 105 of 105 pass | Demo app run on an Android emulator |
| 5.7 | Win64 (Editor, Development, Shipping) and Android arm64 (Development, Shipping), 0 warnings | 105 of 105 pass | Benchmarks, UMG Designer preview |
| 5.8 | Win64 (Editor, Development, Shipping) and Android arm64 (Development, Shipping), 0 warnings | 105 of 105 pass |
Every row was run on 2026-10-15 from the same files you download. The Android arm64 builds on 5.7 and 5.8 were added on 2026-10-19 (NDK 27.2), with the 105 tests run again on both.
| Platform | Status in 1.0 |
|---|---|
| Windows (Win64) | Supported. Built, tested and benchmarked on every engine version |
| Android | Supported. Built for arm64 with UE 5.4, 5.5, 5.6, 5.7 and 5.8 (5.7 and 5.8 compiled 2026-10-19; the headless tests pass on both). The demo app (UE 5.6) runs on an Android emulator: every effect, preset and the typewriter draw and animate, and Repel follows a finger. Read on one physical phone, a Galaxy S24+, at a steady 60 fps (see Performance) |
| Mac, Linux, iOS | Not enabled in 1.0. The plugin has no platform-specific code and no shaders, but we could not compile or test these platforms, so the modules’ platform allow lists do not include them yet |
The plugin draws only with Slate’s own text elements (the same draws a stock Rich Text Block makes), so it works with every renderer that draws Epic’s text: DirectX 11 and 12, Vulkan, OpenGL ES.
UMGTextEffects (runtime) and UMGTextEffectsBench (runtime: the UTE.Bench, UTE.Gallery and
UTE.Capture console commands, and the C++ classes of the demo widget and demo actor). The bench module registers
console commands only; it does nothing until you run one."UMGTextEffects" to their module dependencies to call
it from code.