G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UUserInterfaceSettings Class Reference

User Interface settings that control Slate and UMG. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()

Public Attributes

DPI Scaling
bool bAllowHighDPIInGameMode
 If true, game window on desktop platforms will be created with high-DPI awareness enabled. Recommended to be enabled only if the game's UI allows users to modify 3D resolution scaling.
FSoftClassPath CustomScalingRuleClass
 Set DPI Scale Rule to Custom, and this class will be used instead of any of the built-in rules.
float32 ApplicationScale
 An optional application scale to apply on top of the custom scaling rules. So if you want to expose a property in your game title, you can modify this underlying value to scale the entire UI.
EUIScalingRule UIScaleRule
 The rule used when trying to decide what scale to apply.
FRuntimeFloatCurve UIScaleCurve
 Controls how the UI is scaled at different resolutions based on the DPI Scale Rule.
DPI Scaling|Scale To Fit Rule
FIntPoint DesignScreenSize
 Used only with ScaleToFit scaling rule. Defines native resolution for which were source UI textures created. DPI scaling will be 1.0 at this screen resolution.
Focus
ERenderFocusRule RenderFocusRule
 Rule to determine if we should render the Focus Brush for widgets that have user focus.
Hardware Cursors
TMap< EMouseCursor, FHardwareCursorReference > HardwareCursors
Software Cursors
TMap< EMouseCursor, FSoftClassPath > SoftwareCursors
UMG Fonts
EFontDPI FontDPIPreset
 Controls the relationship between UMG font size and pixel height.
uint CustomFontDPI
 Controls the relationship between UMG font size and pixel height.
bool bUseCustomFontDPI
 To set your own custom value, check this box, then enter the value in the text box.
Widgets
bool bAuthorizeAutomaticWidgetVariableCreation
 Setting to authorize or not automatic variable creation. If true, variables will be created automatically, if the type created allows it. Drawback: it's easier to have a bad data architecture because various blueprint graph will have access to many variables. If false, variables are never created automatically, and you have to create them manually on a case by case basis.
bool bLoadWidgetsOnDedicatedServer
 If false, widget references will be stripped during cook for server builds and not loaded at runtime.

Detailed Description

User Interface settings that control Slate and UMG.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ApplicationScale

float32 ApplicationScale

An optional application scale to apply on top of the custom scaling rules. So if you want to expose a property in your game title, you can modify this underlying value to scale the entire UI.

◆ bAllowHighDPIInGameMode

bool bAllowHighDPIInGameMode

If true, game window on desktop platforms will be created with high-DPI awareness enabled. Recommended to be enabled only if the game's UI allows users to modify 3D resolution scaling.

◆ bAuthorizeAutomaticWidgetVariableCreation

bool bAuthorizeAutomaticWidgetVariableCreation

Setting to authorize or not automatic variable creation. If true, variables will be created automatically, if the type created allows it. Drawback: it's easier to have a bad data architecture because various blueprint graph will have access to many variables. If false, variables are never created automatically, and you have to create them manually on a case by case basis.

◆ bLoadWidgetsOnDedicatedServer

bool bLoadWidgetsOnDedicatedServer

If false, widget references will be stripped during cook for server builds and not loaded at runtime.

◆ bUseCustomFontDPI

bool bUseCustomFontDPI

To set your own custom value, check this box, then enter the value in the text box.

◆ CustomFontDPI

uint CustomFontDPI

Controls the relationship between UMG font size and pixel height.

◆ CustomScalingRuleClass

FSoftClassPath CustomScalingRuleClass

Set DPI Scale Rule to Custom, and this class will be used instead of any of the built-in rules.

◆ DesignScreenSize

FIntPoint DesignScreenSize

Used only with ScaleToFit scaling rule. Defines native resolution for which were source UI textures created. DPI scaling will be 1.0 at this screen resolution.

◆ FontDPIPreset

EFontDPI FontDPIPreset

Controls the relationship between UMG font size and pixel height.

◆ HardwareCursors

◆ RenderFocusRule

ERenderFocusRule RenderFocusRule

Rule to determine if we should render the Focus Brush for widgets that have user focus.

◆ SoftwareCursors

TMap<EMouseCursor,FSoftClassPath> SoftwareCursors

◆ UIScaleCurve

FRuntimeFloatCurve UIScaleCurve

Controls how the UI is scaled at different resolutions based on the DPI Scale Rule.

◆ UIScaleRule

EUIScalingRule UIScaleRule

The rule used when trying to decide what scale to apply.