|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
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. | |
User Interface settings that control Slate and UMG.
|
static |
| 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.
| 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.
| 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.
| bool bUseCustomFontDPI |
To set your own custom value, check this box, then enter the value in the text box.
| uint CustomFontDPI |
Controls the relationship between UMG font size and pixel height.
| FSoftClassPath CustomScalingRuleClass |
Set DPI Scale Rule to Custom, and this class will be used instead of any of the built-in rules.
| 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.
| EFontDPI FontDPIPreset |
Controls the relationship between UMG font size and pixel height.
| TMap<EMouseCursor,FHardwareCursorReference> HardwareCursors |
| ERenderFocusRule RenderFocusRule |
Rule to determine if we should render the Focus Brush for widgets that have user focus.
| TMap<EMouseCursor,FSoftClassPath> SoftwareCursors |
| FRuntimeFloatCurve UIScaleCurve |
Controls how the UI is scaled at different resolutions based on the DPI Scale Rule.
| EUIScalingRule UIScaleRule |
The rule used when trying to decide what scale to apply.