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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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A widget that enables UI extensibility through WidgetBlueprint. More...
Public Member Functions | |
Animation | |
| void | OnAnimationFinished (const UWidgetAnimation Animation) |
| Called when an animation has either played all the way through or is stopped. | |
| void | OnAnimationStarted (const UWidgetAnimation Animation) |
| Called when an animation is started. | |
| void | BindToAnimationStarted (UWidgetAnimation Animation, FWidgetAnimationDynamicEvent Delegate=FWidgetAnimationDynamicEvent()) |
| Bind an animation started delegate. | |
| void | UnbindAllFromAnimationStarted (UWidgetAnimation Animation) |
| void | BindToAnimationEvent (UWidgetAnimation Animation, FWidgetAnimationDynamicEvent Delegate, EWidgetAnimationEvent AnimationEvent, FName UserTag=NAME_None) |
| Allows binding to a specific animation's event. | |
| void | UnbindFromAnimationStarted (UWidgetAnimation Animation, FWidgetAnimationDynamicEvent Delegate=FWidgetAnimationDynamicEvent()) |
| Unbind an animation started delegate. | |
| void | UnbindAllFromAnimationFinished (UWidgetAnimation Animation) |
| void | UnbindFromAnimationFinished (UWidgetAnimation Animation, FWidgetAnimationDynamicEvent Delegate=FWidgetAnimationDynamicEvent()) |
| Unbind an animation finished delegate. | |
| void | BindToAnimationFinished (UWidgetAnimation Animation, FWidgetAnimationDynamicEvent Delegate=FWidgetAnimationDynamicEvent()) |
| Bind an animation finished delegate. | |
Delay | |
| void | StopAnimationsAndLatentActions () |
| Cancels any pending Delays or timer callbacks for this widget, and stops all active animations on the widget. | |
| void | CancelLatentActions () |
| Cancels any pending Delays or timer callbacks for this widget. | |
Drag and Drop | |
| void | OnDragCancelled (FPointerEvent PointerEvent, UDragDropOperation Operation) |
| Called when the user cancels the drag operation, typically when they simply release the mouse button after beginning a drag operation, but failing to complete the drag. | |
| void | OnDragDetected (FGeometry MyGeometry, FPointerEvent PointerEvent, UDragDropOperation &Operation) |
| Called when Slate detects that a widget started to be dragged. | |
| bool | OnDrop (FGeometry MyGeometry, FPointerEvent PointerEvent, UDragDropOperation Operation) |
| Called when the user is dropping something onto a widget. Ends the drag and drop operation, even if no widget handles this. | |
| void | OnDragLeave (FPointerEvent PointerEvent, UDragDropOperation Operation) |
| Called during drag and drop when the drag leaves the widget. | |
| void | OnDragEnter (FGeometry MyGeometry, FPointerEvent PointerEvent, UDragDropOperation Operation) |
| Called during drag and drop when the drag enters the widget. | |
| bool | OnDragOver (FGeometry MyGeometry, FPointerEvent PointerEvent, UDragDropOperation Operation) |
| Called during drag and drop when the the mouse is being dragged over a widget. | |
Mouse | |
| void | OnMouseLeave (FPointerEvent MouseEvent) |
| The system will use this event to notify a widget that the cursor has left it. This event is NOT bubbled. | |
| void | OnMouseEnter (FGeometry MyGeometry, FPointerEvent MouseEvent) |
| The system will use this event to notify a widget that the cursor has entered it. This event is NOT bubbled. | |
| FEventReply | OnPreviewMouseButtonDown (FGeometry MyGeometry, FPointerEvent MouseEvent) |
| Just like OnMouseButtonDown, but tunnels instead of bubbling. If this event is handled, OnMouseButtonDown will not be sent. | |
| FEventReply | OnMouseButtonUp (FGeometry MyGeometry, FPointerEvent MouseEvent) |
| The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled. | |
| FEventReply | OnMouseWheel (FGeometry MyGeometry, FPointerEvent MouseEvent) |
| Called when the mouse wheel is spun. This event is bubbled. | |
| FEventReply | OnMouseMove (FGeometry MyGeometry, FPointerEvent MouseEvent) |
| The system calls this method to notify the widget that a mouse moved within it. This event is bubbled. | |
| FEventReply | OnMouseButtonDown (FGeometry MyGeometry, FPointerEvent MouseEvent) |
| The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled. | |
| FEventReply | OnMouseButtonDoubleClick (FGeometry InMyGeometry, FPointerEvent InMouseEvent) |
| Called when a mouse button is double clicked. Override this in derived classes. | |
Sound | |
| void | PlaySound (USoundBase SoundToPlay) |
| Plays a sound through the UI. | |
Touch Input | |
| FEventReply | OnTouchForceChanged (FGeometry MyGeometry, FPointerEvent InTouchEvent) |
| Called when a touchpad force has changed (user pressed down harder or let up). | |
| FEventReply | OnTouchGesture (FGeometry MyGeometry, FPointerEvent GestureEvent) |
| Called when the user performs a gesture on trackpad. This event is bubbled. | |
| void | OnMouseCaptureLost () |
| Called when mouse capture is lost if it was owned by this widget. | |
| FEventReply | OnTouchEnded (FGeometry MyGeometry, FPointerEvent InTouchEvent) |
| Called when a touchpad touch is ended (finger lifted). | |
| FEventReply | OnTouchMoved (FGeometry MyGeometry, FPointerEvent InTouchEvent) |
| Called when a touchpad touch is moved (finger moved). | |
| FEventReply | OnTouchStarted (FGeometry MyGeometry, FPointerEvent InTouchEvent) |
| Called when a touchpad touch is started (finger down). | |
| FEventReply | OnMotionDetected (FGeometry MyGeometry, FMotionEvent InMotionEvent) |
| Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller. | |
User Interface | |
| void | Tick (FGeometry MyGeometry, float32 InDeltaTime) |
| Ticks this widget. Override in derived classes, but always call the parent implementation. | |
| void | Construct () |
| Called after the underlying slate widget is constructed. Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized. | |
| void | Destruct () |
| Called when a widget is no longer referenced causing the slate resource to destroyed. Just like Construct this event can be called multiple times. | |
| void | PreConstruct (bool IsDesignTime) |
| Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview the setup in the designer and since generally that same setup code is required at runtime, it's called there as well. | |
| void | OnInitialized () |
| Called once only at game time on non-template instances. While Construct/Destruct pertain to the underlying Slate, this is called only once for the UUserWidget. If you have one-time things to establish up-front (like binding callbacks to events on BindWidget properties), do so here. | |
User Interface | Interaction | |
| bool | IsInteractable () const |
| Gets a value indicating if the widget is interactive. | |
User Interface | Painting | |
| void | OnPaint (FPaintContext &Context) const |
User Interface|Animation | |
| bool | IsAnimationPlaying (const UWidgetAnimation InAnimation) const |
| Gets whether an animation is currently playing on this widget. | |
| bool | IsAnimationPlayingForward (const UWidgetAnimation InAnimation) |
| returns true if the animation is currently playing forward, false otherwise. | |
| float32 | GetAnimationCurrentTime (const UWidgetAnimation InAnimation) const |
| Gets the current time of the animation in this widget. | |
| bool | IsAnyAnimationPlaying () const |
| bool | IsPlayingAnimation () const |
| Are we currently playing any animations? | |
| void | FlushAnimations () |
| Flushes all animations on all widgets to guarantee that any queued updates are processed before this call returns. | |
| void | QueuePlayAnimation (UWidgetAnimation InAnimation, float32 StartAtTime=0.000000, int NumLoopsToPlay=1, EUMGSequencePlayMode PlayMode=EUMGSequencePlayMode ::Forward, float32 PlaybackSpeed=1.000000, bool bRestoreState=false) |
| Plays an animation in this widget a specified number of times. | |
| UUMGSequencePlayer | PlayAnimationTimeRange (UWidgetAnimation InAnimation, float32 StartAtTime=0.000000, float32 EndAtTime=0.000000, int NumLoopsToPlay=1, EUMGSequencePlayMode PlayMode=EUMGSequencePlayMode ::Forward, float32 PlaybackSpeed=1.000000, bool bRestoreState=false) |
| Plays an animation in this widget a specified number of times stopping at a specified time. | |
| void | StopAnimation (const UWidgetAnimation InAnimation) |
| Stops an already running animation in this widget. | |
| void | StopAllAnimations () |
| Stop All actively running animations. | |
| void | SetNumLoopsToPlay (const UWidgetAnimation InAnimation, int NumLoopsToPlay) |
| Changes the number of loops to play given a playing animation. | |
| void | SetPlaybackSpeed (const UWidgetAnimation InAnimation, float32 PlaybackSpeed=1.000000) |
| Changes the playback rate of a playing animation. | |
| float32 | PauseAnimation (const UWidgetAnimation InAnimation) |
| Pauses an already running animation in this widget. | |
| UUMGSequencePlayer | PlayAnimation (UWidgetAnimation InAnimation, float32 StartAtTime=0.000000, int NumLoopsToPlay=1, EUMGSequencePlayMode PlayMode=EUMGSequencePlayMode ::Forward, float32 PlaybackSpeed=1.000000, bool bRestoreState=false) |
| Plays an animation in this widget a specified number of times. | |
| UUMGSequencePlayer | PlayAnimationForward (UWidgetAnimation InAnimation, float32 PlaybackSpeed=1.000000, bool bRestoreState=false) |
| Plays an animation on this widget relative to it's current state forward. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction. | |
| UUMGSequencePlayer | PlayAnimationReverse (UWidgetAnimation InAnimation, float32 PlaybackSpeed=1.000000, bool bRestoreState=false) |
| Plays an animation on this widget relative to it's current state in reverse. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction. | |
| void | QueueStopAnimation (const UWidgetAnimation InAnimation) |
| Stops an already running animation in this widget. | |
| void | SetAnimationCurrentTime (const UWidgetAnimation InAnimation, float32 InTime) |
| Sets the current time of the animation in this widget. Does not change state. | |
| float32 | QueuePauseAnimation (const UWidgetAnimation InAnimation) |
| Pauses an already running animation in this widget. | |
| void | ReverseAnimation (const UWidgetAnimation InAnimation) |
| If an animation is playing, this function will reverse the playback. | |
| void | QueuePlayAnimationForward (UWidgetAnimation InAnimation, float32 PlaybackSpeed=1.000000, bool bRestoreState=false) |
| Plays an animation on this widget relative to it's current state forward. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction. | |
| void | QueuePlayAnimationReverse (UWidgetAnimation InAnimation, float32 PlaybackSpeed=1.000000, bool bRestoreState=false) |
| Plays an animation on this widget relative to it's current state in reverse. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction. | |
| void | QueuePlayAnimationTimeRange (UWidgetAnimation InAnimation, float32 StartAtTime=0.000000, float32 EndAtTime=0.000000, int NumLoopsToPlay=1, EUMGSequencePlayMode PlayMode=EUMGSequencePlayMode ::Forward, float32 PlaybackSpeed=1.000000, bool bRestoreState=false) |
| Plays an animation in this widget a specified number of times stopping at a specified time. | |
| void | QueueStopAllAnimations () |
| Stop All actively running animations. | |
User Interface|Extension | |
| UUserWidgetExtension | AddExtension (TSubclassOf< UUserWidgetExtension > InExtensionType) |
| Add the extension of the requested type. | |
| void | RemoveExtensions (TSubclassOf< UUserWidgetExtension > InExtensionType) |
| Remove all extensions of the requested type. | |
| void | RemoveExtension (UUserWidgetExtension InExtension) |
| Remove the extension. | |
| TArray< UUserWidgetExtension > | GetExtensions (TSubclassOf< UUserWidgetExtension > ExtensionType) const |
| Find the extensions of the requested type. | |
| UUserWidgetExtension | GetExtension (TSubclassOf< UUserWidgetExtension > ExtensionType) const |
| Find the first extension of the requested type. | |
Functions | |
| void | GetSlotNames (TArray< FName > &OutSlotNames) const |
| bool | SetDesiredFocusWidget (FName WidgetName) |
| void | GetAllWidgetsOfClass (TSubclassOf< UWidget > WidgetClass, TArray< UWidget > &OutWidgets, bool bIncludeDescendants=false) const |
| FName | GetDesiredFocusWidgetName () const |
| UWidget | GetDesiredFocusWidget () const |
| UWidget | GetContentForSlot (FName SlotName) const |
| FText | GetPaletteCategory () const |
| bool | SetDesiredFocusWidget (UWidget Widget) |
| void | GetAllWidgetsAndDescendants (TArray< UWidget > &OutWidgets) const |
| UWidget | GetWidgetFromNameRecursive (FName Name) const |
| UWidget | GetWidgetFromName (FName Name, TSubclassOf< UWidget > WidgetClass) const |
| void | SetContentForSlot (FName SlotName, UWidget Content) |
| UWidget | GetWidgetFromName (FName Name) const |
| void | GetAllWidgets (TArray< UWidget > &Widgets) const |
| bool | RemoveWidget (UWidget WidgetToRemove) |
| UWidget | ConstructWidget (UClass WidgetClass, FName WidgetName=NAME_None) |
| void | SetRootWidget (UWidget NewRootWidget) |
| UWidget | GetRootWidget () const |
| void | SetPaletteCategory (FText InPaletteCategory) |
| const FLinearColor & | GetColorAndOpacity () const |
| The color and opacity of this widget. Tints all child widgets. | |
| const FSlateColor & | GetForegroundColor () const |
| The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color. | |
| const FMargin & | GetPadding () const |
| The padding area around the content. | |
| const int & | GetPriority () const |
| bool | GetbIsFocusable () const |
| Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to. | |
| void | SetbIsFocusable (bool Value) |
| Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to. | |
| bool | GetbStopAction () const |
| Public Member Functions inherited from UWidget | |
| bool | IsInViewport () const |
| void | RemoveFieldValueChangedDelegate (FFieldNotificationId FieldId, FFieldValueChangedDynamicDelegate Delegate=FFieldValueChangedDynamicDelegate()) |
| void | BroadcastFieldValueChanged (FFieldNotificationId FieldId) |
| void | AddFieldValueChangedDelegate (FFieldNotificationId FieldId, FFieldValueChangedDynamicDelegate Delegate=FFieldValueChangedDynamicDelegate()) |
| void | SetbOverride_Cursor (bool Value) |
| void | SetToolTipWidget (UWidget Widget) |
| Tooltip widget to show when the user hovers over the widget with the mouse. | |
| bool | GetbIsEnabled () const |
| Sets whether this widget can be modified interactively by the user. | |
| void | SetbIsEnabled (bool bInIsEnabled) |
| Sets whether this widget can be modified interactively by the user. | |
| const FWidgetTransform & | GetRenderTransform () |
| const FText & | GetToolTipText () const |
| Tooltip text to show when the user hovers over the widget with the mouse. | |
| UWidget | GetToolTipWidget () const |
| Tooltip widget to show when the user hovers over the widget with the mouse. | |
| const FVector2D & | GetRenderTransformPivot () const |
| The render transform pivot controls the location about which transforms are applied. This value is a normalized coordinate about which things like rotations will occur. | |
| void | GetChildWidgets (TArray< UWidget > &OutChildWidgets) const |
| void | SetbOverrideAccessibleDefaults (bool Value) |
| Override all of the default accessibility behavior and text for this widget. | |
| void | SetbCanChildrenBeAccessible (bool Value) |
| Whether or not children of this widget can appear as distinct accessible widgets. | |
| void | SetAccessibleText (FText Value) |
| When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget. | |
| void | SetAccessibleSummaryText (FText Value) |
| When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget. | |
| bool | GetbIsVolatile () const |
| If true prevents the widget or its child's geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything. | |
| void | SetbIsVolatile (bool Value) |
| If true prevents the widget or its child's geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything. | |
| const EMouseCursor & | GetCursor () const |
| The cursor to show when the mouse is over the widget. | |
| const FGeometry & | GetCachedGeometry () const |
| Gets the last geometry used to Tick the widget. This data may not exist yet if this call happens prior to the widget having been ticked/painted, or it may be out of date, or a frame behind. | |
| EWidgetClipping | GetClipping () const |
| Gets the clipping state of this widget. | |
| FVector2D | GetDesiredSize () const |
| Gets the widgets desired size. NOTE: The underlying Slate widget must exist and be valid, also at least one pre-pass must have occurred before this value will be of any use. | |
| FText | GetAccessibleText () const |
| Gets the accessible text from the underlying Slate accessible widget. | |
| FText | GetAccessibleSummaryText () const |
| Gets the accessible summary text from the underlying Slate accessible widget. | |
| UGameInstance | GetGameInstance () const |
| Gets the game instance associated with this UI. | |
| ULocalPlayer | GetOwningLocalPlayer () const |
| Gets the local player associated with this UI. | |
| APlayerController | GetOwningPlayer () const |
| Gets the player controller associated with this UI. | |
| const FGeometry & | GetPaintSpaceGeometry () const |
| UPanelWidget | GetParent () const |
| Gets the parent widget. | |
| float32 | GetRenderOpacity () const |
| Gets the current visibility of the widget. | |
| bool | GetIsEnabled () const |
| Gets the current enabled status of the widget. | |
| void | ForceVolatile (bool bForce) |
| Sets the forced volatility of the widget. | |
| ESlateVisibility | GetVisibility () const |
| Gets the current visibility of the widget. | |
| bool | HasAnyUserFocus () const |
| Returns true if this widget is focused by any user. | |
| bool | HasFocusedDescendants () const |
| Returns true if any descendant widget is focused by any user. | |
| bool | HasKeyboardFocus () const |
| Checks to see if this widget currently has the keyboard focus. | |
| bool | HasMouseCapture () const |
| Checks to see if this widget is the current mouse captor. | |
| bool | HasMouseCaptureByUser (int UserIndex, int PointerIndex=- 1) const |
| Checks to see if this widget is the current mouse captor. | |
| bool | HasUserFocus (APlayerController PlayerController) const |
| Returns true if this widget is focused by a specific user. | |
| bool | HasUserFocusedDescendants (APlayerController PlayerController) const |
| Returns true if any descendant widget is focused by a specific user. | |
| void | InvalidateLayoutAndVolatility () |
| Invalidates the widget from the view of a layout caching widget that may own this widget. will force the owning widget to redraw and cache children on the next paint pass. | |
| bool | IsHovered () const |
| Returns true if the widget is currently being hovered by a pointer device. | |
| void | ForceLayoutPrepass () |
| Forces a pre-pass. A pre-pass caches the desired size of the widget hierarchy owned by this widget. One pre-pass already happens for every widget before Tick occurs. You only need to perform another pre-pass if you are adding child widgets this frame and want them to immediately be visible this frame. | |
| bool | IsRendered () const |
| Returns true if the widget is Visible, HitTestInvisible or SelfHitTestInvisible and the Render Opacity is greater than 0. | |
| bool | IsVisible () const |
| Returns true if the widget is Visible, HitTestInvisible or SelfHitTestInvisible. | |
| const FGeometry & | GetTickSpaceGeometry () const |
| void | SetClipping (EWidgetClipping InClipping) |
| Sets the clipping state of this widget. | |
| void | SetNavigationRuleCustom (EUINavigation Direction, FCustomWidgetNavigationDelegate InCustomDelegate=FCustomWidgetNavigationDelegate()) |
| Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree. This works only for Custom Rule. | |
| void | RemoveFromParent () |
| Removes the widget from its parent widget. If this widget was added to the player's screen or the viewport it will also be removed from those containers. | |
| void | ResetCursor () |
| Resets the cursor to use on the widget, removing any customization for it. | |
| void | SetAllNavigationRules (EUINavigationRule Rule, FName WidgetToFocus) |
| Sets the widget navigation rules for all directions. This can only be called on widgets that are in a widget tree. | |
| void | SetVisibility (ESlateVisibility InVisibility) |
| Sets the visibility of the widget. | |
| void | SetCursor (EMouseCursor InCursor) |
| Sets the cursor to show over the widget. | |
| void | SetFocus () |
| Sets the focus to this widget for the owning user. | |
| void | SetIsEnabled (bool bInIsEnabled) |
| Sets the current enabled status of the widget. | |
| void | SetKeyboardFocus () |
| Sets the focus to this widget. | |
| void | SetNavigationRule (EUINavigation Direction, EUINavigationRule Rule, FName WidgetToFocus) |
| void | SetNavigationRuleBase (EUINavigation Direction, EUINavigationRule Rule) |
| Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree. This works only for non Explicit, non Custom and non CustomBoundary Rules. | |
| void | SetUserFocus (APlayerController PlayerController) |
| Sets the focus to this widget for a specific user (if setting focus for the owning user, prefer SetFocus()). | |
| void | SetNavigationRuleCustomBoundary (EUINavigation Direction, FCustomWidgetNavigationDelegate InCustomDelegate=FCustomWidgetNavigationDelegate()) |
| Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree. This works only for CustomBoundary Rule. | |
| void | SetNavigationRuleExplicit (EUINavigation Direction, UWidget InWidget) |
| Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree. This works only for Explicit Rule. | |
| void | SetRenderOpacity (float32 InOpacity) |
| Sets the visibility of the widget. | |
| void | SetToolTip (UWidget Widget) |
| Sets a custom widget as the tooltip of the widget. | |
| void | SetToolTipText (FText InToolTipText) |
| Sets the tooltip text for the widget. | |
| void | SetRenderTransformAngle (float32 Angle) |
| void | SetRenderTransformPivot (FVector2D Pivot) |
| float32 | GetRenderTransformAngle () const |
| void | SetRenderTransform (FWidgetTransform InTransform) |
| void | SetRenderShear (FVector2D Shear) |
| void | SetRenderScale (FVector2D Scale) |
| void | SetRenderTranslation (FVector2D Translation) |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UWidget | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UVisual | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Appearance|Event | |
| FOnVisibilityChangedEvent | OnVisibilityChanged |
| Called when the visibility has changed. | |
Designer | |
| UTexture2D | PreviewBackground |
| A preview background that you can use when designing the UI to get a sense of scale on the screen. Use a texture with a screenshot of your game in it, for example if you were designing a HUD. | |
Interaction | |
| UWidget | DesiredFocusWidget |
| bool | bIsFocusable |
| Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to. | |
Performance | |
| EWidgetTickFrequency | TickFrequency |
| This widget is allowed to tick. If this is unchecked tick will never be called, animations will not play correctly, and latent actions will not execute. Uncheck this for performance reasons only. | |
Variables | |
| UWidget | RootWidget |
| FText | PaletteCategory |
| The category this widget appears in the palette. | |
| const FName | DesiredFocusWidgetName |
| Public Attributes inherited from UWidget | |
| FText | AccessibleSummaryText |
| When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget. | |
| FText | AccessibleText |
| When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget. | |
| ESlateAccessibleBehavior | AccessibleBehavior |
| Whether or not the widget is accessible, and how to describe it. If set to custom, additional customization options will appear. | |
| ESlateAccessibleBehavior | AccessibleSummaryBehavior |
| How to describe this widget when it's being presented through a summary of a parent widget. If set to custom, additional customization options will appear. | |
| EMouseCursor | Cursor |
| The cursor to show when the mouse is over the widget. | |
| FText | ToolTipText |
| Tooltip text to show when the user hovers over the widget with the mouse. | |
| UWidget | ToolTipWidget |
| Tooltip widget to show when the user hovers over the widget with the mouse. | |
| bool | bIsEnabled |
| Sets whether this widget can be modified interactively by the user. | |
| ESlateVisibility | Visibility |
| The visibility of the widget. | |
| UPanelSlot | Slot |
| The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget. | |
| EFlowDirectionPreference | FlowDirectionPreference |
| Allows you to set a new flow direction. | |
| UWidgetNavigation | Navigation |
| The navigation object for this widget is optionally created if the user has configured custom navigation rules for this widget in the widget designer. Those rules determine how navigation transitions can occur between widgets. | |
| bool | bIsVolatile |
| If true prevents the widget or its child's geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything. | |
| FVector2D | RenderTransformPivot |
| The render transform pivot controls the location about which transforms are applied. This value is a normalized coordinate about which things like rotations will occur. | |
| FWidgetTransform | RenderTransform |
| The render transform of the widget allows for arbitrary 2D transforms to be applied to the widget. | |
| EWidgetPixelSnapping | PixelSnapping |
| If the widget will draw snapped to the nearest pixel. Improves clarity but might cause visibile stepping in animation. | |
| EWidgetClipping | Clipping |
| Controls how the clipping behavior of this widget. Normally content that overflows the bounds of the widget continues rendering. Enabling clipping prevents that overflowing content from being seen. | |
| float32 | RenderOpacity |
| The opacity of the widget. | |
| const FGeometry | CachedGeometry |
| Gets the last geometry used to Tick the widget. This data may not exist yet if this call happens prior to the widget having been ticked/painted, or it may be out of date, or a frame behind. | |
| const FGeometry | PaintSpaceGeometry |
| const UGameInstance | GameInstance |
| Gets the game instance associated with this UI. | |
| const UPanelWidget | Parent |
| Gets the parent widget. | |
| const FVector2D | DesiredSize |
| Gets the widgets desired size. NOTE: The underlying Slate widget must exist and be valid, also at least one pre-pass must have occurred before this value will be of any use. | |
| const FGeometry | TickSpaceGeometry |
| bool | IsEnabled |
| Gets the current enabled status of the widget. | |
| const ULocalPlayer | OwningLocalPlayer |
| Gets the local player associated with this UI. | |
| const APlayerController | OwningPlayer |
| Gets the player controller associated with this UI. | |
| float32 | RenderTransformAngle |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Appearance | |
| FLinearColor | ColorAndOpacity |
| The color and opacity of this widget. Tints all child widgets. | |
| FSlateColor | ForegroundColor |
| The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color. | |
| FMargin | Padding |
| The padding area around the content. | |
| void | SetPadding (FMargin InPadding) |
| Sets the padding for the user widget, putting a larger gap between the widget border and it's root widget. | |
| void | SetColorAndOpacity (FLinearColor InColorAndOpacity) |
| Sets the tint of the widget, this affects all child widgets. | |
| void | SetForegroundColor (FSlateColor InForegroundColor) |
| Sets the foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color. | |
Input | |
| bool | bStopAction |
| int | Priority |
| void | SetInputActionPriority (int NewPriority) |
| void | SetInputActionBlocking (bool bShouldBlock) |
| void | SetPriority (int NewPriority) |
| void | StopListeningForInputAction (FName ActionName, EInputEvent EventType) |
| Removes the binding for a particular action's callback. | |
| void | UnregisterInputComponent () |
| StopListeningForAllInputActions will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening. | |
| bool | IsListeningForInputAction (FName ActionName) const |
| Checks if the action has a registered callback with the input component. | |
| void | RegisterInputComponent () |
| ListenForInputAction will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening. | |
| FEventReply | OnFocusReceived (FGeometry MyGeometry, FFocusEvent InFocusEvent) |
| Called when keyboard focus is given to this widget. This event does not bubble. | |
| void | OnFocusLost (FFocusEvent InFocusEvent) |
| Called when this widget loses focus. This event does not bubble. | |
| FEventReply | OnKeyDown (FGeometry MyGeometry, FKeyEvent InKeyEvent) |
| Called after a key (keyboard, controller, ...) is pressed when this widget has focus (this event bubbles if not handled). | |
| FEventReply | OnKeyChar (FGeometry MyGeometry, FCharacterEvent InCharacterEvent) |
| Called after a character is entered while this widget has focus. | |
| void | StopListeningForAllInputActions () |
| Stops listening to all input actions, and unregisters the input component with the player controller. | |
| void | SetbStopAction (bool bShouldBlock) |
| FEventReply | OnPreviewKeyDown (FGeometry MyGeometry, FKeyEvent InKeyEvent) |
| Called after a key (keyboard, controller, ...) is pressed when this widget or a child of this widget has focus If a widget handles this event, OnKeyDown will not be passed to the focused widget. | |
| void | OnRemovedFromFocusPath (FFocusEvent InFocusEvent) |
| If focus is lost on on this widget or on a child widget and this widget is no longer part of the focus path. | |
| FEventReply | OnKeyUp (FGeometry MyGeometry, FKeyEvent InKeyEvent) |
| Called after a key (keyboard, controller, ...) is released when this widget has focus. | |
| FEventReply | OnAnalogValueChanged (FGeometry MyGeometry, FAnalogInputEvent InAnalogInputEvent) |
| Called when an analog value changes on a button that supports analog. | |
| void | OnAddedToFocusPath (FFocusEvent InFocusEvent) |
| If focus is gained on on this widget or on a child widget and this widget is added to the focus path, and wasn't previously part of it, this event is called. | |
| void | ListenForInputAction (FName ActionName, EInputEvent EventType, bool bConsume, FOnInputAction Callback=FOnInputAction()) |
| Listens for a particular Player Input Action by name. This requires that those actions are being executed, and that we're not currently in UI-Only Input Mode. | |
Player | |
| const APawn | OwningPlayerPawn |
| Gets the player pawn associated with this UI. | |
| const APlayerCameraManager | OwningPlayerCameraManager |
| Gets the player camera manager associated with this UI. | |
| void | SetOwningPlayer (APlayerController LocalPlayerController) |
| Sets the local player associated with this UI via PlayerController reference. | |
| APlayerCameraManager | GetOwningPlayerCameraManager () const |
| Gets the player camera manager associated with this UI. | |
| APawn | GetOwningPlayerPawn () const |
| Gets the player pawn associated with this UI. | |
User Interface|Viewport | |
| FVector2D | AlignmentInViewport |
| FAnchors | AnchorsInViewport |
| FAnchors | GetAnchorsInViewport () const |
| void | RemoveFromViewport () |
| void | SetAlignmentInViewport (FVector2D Alignment) |
| void | SetAnchorsInViewport (FAnchors Anchors) |
| FVector2D | GetAlignmentInViewport () const |
| bool | AddToPlayerScreen (int ZOrder=0) |
| Adds the widget to the game's viewport in a section dedicated to the player. This is valuable in a split screen game where you need to only show a widget over a player's portion of the viewport. | |
| void | SetDesiredSizeInViewport (FVector2D Size) |
| void | SetPositionInViewport (FVector2D Position, bool bRemoveDPIScale=true) |
| Sets the widgets position in the viewport. | |
| void | AddToViewport (int ZOrder=0) |
| Adds it to the game's viewport and fills the entire screen, unless SetDesiredSizeInViewport is called to explicitly set the size. | |
A widget that enables UI extensibility through WidgetBlueprint.
| UUserWidgetExtension AddExtension | ( | TSubclassOf< UUserWidgetExtension > | InExtensionType | ) |
Add the extension of the requested type.
| bool AddToPlayerScreen | ( | int | ZOrder = 0 | ) |
Adds the widget to the game's viewport in a section dedicated to the player. This is valuable in a split screen game where you need to only show a widget over a player's portion of the viewport.
| ZOrder | The higher the number, the more on top this widget will be. |
| void AddToViewport | ( | int | ZOrder = 0 | ) |
Adds it to the game's viewport and fills the entire screen, unless SetDesiredSizeInViewport is called to explicitly set the size.
| ZOrder | The higher the number, the more on top this widget will be. |
| void BindToAnimationEvent | ( | UWidgetAnimation | Animation, |
| FWidgetAnimationDynamicEvent | Delegate, | ||
| EWidgetAnimationEvent | AnimationEvent, | ||
| FName | UserTag = NAME_None ) |
Allows binding to a specific animation's event.
| Animation | the animation to listen for starting or finishing. |
| Delegate | the delegate to call when the animation's state changes |
| AnimationEvent | the event to watch for. |
| UserTag | Scopes the delegate to only be called when the animation completes with a specific tag set on it when it was played. |
| void BindToAnimationFinished | ( | UWidgetAnimation | Animation, |
| FWidgetAnimationDynamicEvent | Delegate = FWidgetAnimationDynamicEvent ( ) ) |
Bind an animation finished delegate.
| Animation | the animation to listen for starting or finishing. |
| Delegate | the delegate to call when the animation's state changes |
| void BindToAnimationStarted | ( | UWidgetAnimation | Animation, |
| FWidgetAnimationDynamicEvent | Delegate = FWidgetAnimationDynamicEvent ( ) ) |
Bind an animation started delegate.
| Animation | the animation to listen for starting or finishing. |
| Delegate | the delegate to call when the animation's state changes |
| void CancelLatentActions | ( | ) |
Cancels any pending Delays or timer callbacks for this widget.
| void Construct | ( | ) |
Called after the underlying slate widget is constructed. Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized.
| void Destruct | ( | ) |
Called when a widget is no longer referenced causing the slate resource to destroyed. Just like Construct this event can be called multiple times.
| void FlushAnimations | ( | ) |
Flushes all animations on all widgets to guarantee that any queued updates are processed before this call returns.
| FVector2D GetAlignmentInViewport | ( | ) | const |
| void GetAllWidgetsOfClass | ( | TSubclassOf< UWidget > | WidgetClass, |
| TArray< UWidget > & | OutWidgets, | ||
| bool | bIncludeDescendants = false ) const |
| FAnchors GetAnchorsInViewport | ( | ) | const |
| float32 GetAnimationCurrentTime | ( | const UWidgetAnimation | InAnimation | ) | const |
Gets the current time of the animation in this widget.
| bool GetbIsFocusable | ( | ) | const |
Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.
| bool GetbStopAction | ( | ) | const |
| const FLinearColor & GetColorAndOpacity | ( | ) | const |
The color and opacity of this widget. Tints all child widgets.
| UWidget GetDesiredFocusWidget | ( | ) | const |
| FName GetDesiredFocusWidgetName | ( | ) | const |
| UUserWidgetExtension GetExtension | ( | TSubclassOf< UUserWidgetExtension > | ExtensionType | ) | const |
Find the first extension of the requested type.
| TArray< UUserWidgetExtension > GetExtensions | ( | TSubclassOf< UUserWidgetExtension > | ExtensionType | ) | const |
Find the extensions of the requested type.
| const FSlateColor & GetForegroundColor | ( | ) | const |
The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.
| APlayerCameraManager GetOwningPlayerCameraManager | ( | ) | const |
Gets the player camera manager associated with this UI.
| APawn GetOwningPlayerPawn | ( | ) | const |
Gets the player pawn associated with this UI.
| const FMargin & GetPadding | ( | ) | const |
The padding area around the content.
| FText GetPaletteCategory | ( | ) | const |
| const int & GetPriority | ( | ) | const |
| UWidget GetRootWidget | ( | ) | const |
| UWidget GetWidgetFromName | ( | FName | Name, |
| TSubclassOf< UWidget > | WidgetClass ) const |
| bool IsAnimationPlaying | ( | const UWidgetAnimation | InAnimation | ) | const |
Gets whether an animation is currently playing on this widget.
| InAnimation | The animation to check the playback status of |
| bool IsAnimationPlayingForward | ( | const UWidgetAnimation | InAnimation | ) |
returns true if the animation is currently playing forward, false otherwise.
| InAnimation | The playing animation that we want to know about |
| bool IsAnyAnimationPlaying | ( | ) | const |
| bool IsInteractable | ( | ) | const |
Gets a value indicating if the widget is interactive.
| bool IsListeningForInputAction | ( | FName | ActionName | ) | const |
Checks if the action has a registered callback with the input component.
| bool IsPlayingAnimation | ( | ) | const |
Are we currently playing any animations?
| void ListenForInputAction | ( | FName | ActionName, |
| EInputEvent | EventType, | ||
| bool | bConsume, | ||
| FOnInputAction | Callback = FOnInputAction ( ) ) |
| void OnAddedToFocusPath | ( | FFocusEvent | InFocusEvent | ) |
If focus is gained on on this widget or on a child widget and this widget is added to the focus path, and wasn't previously part of it, this event is called.
| InFocusEvent | FocusEvent |
| FEventReply OnAnalogValueChanged | ( | FGeometry | MyGeometry, |
| FAnalogInputEvent | InAnalogInputEvent ) |
Called when an analog value changes on a button that supports analog.
| MyGeometry | The Geometry of the widget receiving the event |
| InAnalogInputEvent | Analog Event |
| void OnAnimationFinished | ( | const UWidgetAnimation | Animation | ) |
Called when an animation has either played all the way through or is stopped.
| Animation | The animation that has finished playing |
| void OnAnimationStarted | ( | const UWidgetAnimation | Animation | ) |
Called when an animation is started.
| Animation | the animation that started |
| void OnDragCancelled | ( | FPointerEvent | PointerEvent, |
| UDragDropOperation | Operation ) |
Called when the user cancels the drag operation, typically when they simply release the mouse button after beginning a drag operation, but failing to complete the drag.
| PointerEvent | Last mouse event from when the drag was canceled. |
| Operation | The drag operation that was canceled. |
| void OnDragDetected | ( | FGeometry | MyGeometry, |
| FPointerEvent | PointerEvent, | ||
| UDragDropOperation & | Operation ) |
Called when Slate detects that a widget started to be dragged.
| PointerEvent | MouseMove that triggered the drag |
| Operation | The drag operation that was detected. |
| void OnDragEnter | ( | FGeometry | MyGeometry, |
| FPointerEvent | PointerEvent, | ||
| UDragDropOperation | Operation ) |
Called during drag and drop when the drag enters the widget.
| MyGeometry | The geometry of the widget receiving the event. |
| PointerEvent | The mouse event from when the drag entered the widget. |
| Operation | The drag operation that entered the widget. |
| void OnDragLeave | ( | FPointerEvent | PointerEvent, |
| UDragDropOperation | Operation ) |
Called during drag and drop when the drag leaves the widget.
| PointerEvent | The mouse event from when the drag left the widget. |
| Operation | The drag operation that entered the widget. |
| bool OnDragOver | ( | FGeometry | MyGeometry, |
| FPointerEvent | PointerEvent, | ||
| UDragDropOperation | Operation ) |
Called during drag and drop when the the mouse is being dragged over a widget.
| MyGeometry | The geometry of the widget receiving the event. |
| PointerEvent | The mouse event from when the drag occurred over the widget. |
| Operation | The drag operation over the widget. |
| bool OnDrop | ( | FGeometry | MyGeometry, |
| FPointerEvent | PointerEvent, | ||
| UDragDropOperation | Operation ) |
Called when the user is dropping something onto a widget. Ends the drag and drop operation, even if no widget handles this.
| MyGeometry | The geometry of the widget receiving the event. |
| PointerEvent | The mouse event from when the drag occurred over the widget. |
| Operation | The drag operation over the widget. |
| void OnFocusLost | ( | FFocusEvent | InFocusEvent | ) |
Called when this widget loses focus. This event does not bubble.
| InFocusEvent | FocusEvent |
| FEventReply OnFocusReceived | ( | FGeometry | MyGeometry, |
| FFocusEvent | InFocusEvent ) |
Called when keyboard focus is given to this widget. This event does not bubble.
| MyGeometry | The Geometry of the widget receiving the event |
| InFocusEvent | FocusEvent |
| void OnInitialized | ( | ) |
Called once only at game time on non-template instances. While Construct/Destruct pertain to the underlying Slate, this is called only once for the UUserWidget. If you have one-time things to establish up-front (like binding callbacks to events on BindWidget properties), do so here.
| FEventReply OnKeyChar | ( | FGeometry | MyGeometry, |
| FCharacterEvent | InCharacterEvent ) |
Called after a character is entered while this widget has focus.
| MyGeometry | The Geometry of the widget receiving the event |
| InCharacterEvent | Character event |
| FEventReply OnKeyDown | ( | FGeometry | MyGeometry, |
| FKeyEvent | InKeyEvent ) |
Called after a key (keyboard, controller, ...) is pressed when this widget has focus (this event bubbles if not handled).
| MyGeometry | The Geometry of the widget receiving the event |
| InKeyEvent | Key event |
| FEventReply OnKeyUp | ( | FGeometry | MyGeometry, |
| FKeyEvent | InKeyEvent ) |
Called after a key (keyboard, controller, ...) is released when this widget has focus.
| MyGeometry | The Geometry of the widget receiving the event |
| InKeyEvent | Key event |
| FEventReply OnMotionDetected | ( | FGeometry | MyGeometry, |
| FMotionEvent | InMotionEvent ) |
Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller.
| MyGeometry | The geometry of the widget receiving the event. |
| FEventReply OnMouseButtonDoubleClick | ( | FGeometry | InMyGeometry, |
| FPointerEvent | InMouseEvent ) |
Called when a mouse button is double clicked. Override this in derived classes.
| InMyGeometry | Widget geometry |
| InMouseEvent | Mouse button event |
| FEventReply OnMouseButtonDown | ( | FGeometry | MyGeometry, |
| FPointerEvent | MouseEvent ) |
The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
| MyGeometry | The Geometry of the widget receiving the event |
| MouseEvent | Information about the input event |
| FEventReply OnMouseButtonUp | ( | FGeometry | MyGeometry, |
| FPointerEvent | MouseEvent ) |
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
| MyGeometry | The Geometry of the widget receiving the event |
| MouseEvent | Information about the input event |
| void OnMouseCaptureLost | ( | ) |
Called when mouse capture is lost if it was owned by this widget.
| void OnMouseEnter | ( | FGeometry | MyGeometry, |
| FPointerEvent | MouseEvent ) |
The system will use this event to notify a widget that the cursor has entered it. This event is NOT bubbled.
| MyGeometry | The Geometry of the widget receiving the event |
| MouseEvent | Information about the input event |
| void OnMouseLeave | ( | FPointerEvent | MouseEvent | ) |
The system will use this event to notify a widget that the cursor has left it. This event is NOT bubbled.
| MouseEvent | Information about the input event |
| FEventReply OnMouseMove | ( | FGeometry | MyGeometry, |
| FPointerEvent | MouseEvent ) |
The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
| MyGeometry | The Geometry of the widget receiving the event |
| MouseEvent | Information about the input event |
| FEventReply OnMouseWheel | ( | FGeometry | MyGeometry, |
| FPointerEvent | MouseEvent ) |
Called when the mouse wheel is spun. This event is bubbled.
| MouseEvent | Mouse event |
| void OnPaint | ( | FPaintContext & | Context | ) | const |
| FEventReply OnPreviewKeyDown | ( | FGeometry | MyGeometry, |
| FKeyEvent | InKeyEvent ) |
Called after a key (keyboard, controller, ...) is pressed when this widget or a child of this widget has focus If a widget handles this event, OnKeyDown will not be passed to the focused widget.
This event is primarily to allow parent widgets to consume an event before a child widget processes it and it should be used only when there is no better design alternative.
| MyGeometry | The Geometry of the widget receiving the event |
| InKeyEvent | Key event |
| FEventReply OnPreviewMouseButtonDown | ( | FGeometry | MyGeometry, |
| FPointerEvent | MouseEvent ) |
Just like OnMouseButtonDown, but tunnels instead of bubbling. If this event is handled, OnMouseButtonDown will not be sent.
Use this event sparingly as preview events generally make UIs more difficult to reason about.
| MyGeometry | The Geometry of the widget receiving the event |
| MouseEvent | Information about the input event |
| void OnRemovedFromFocusPath | ( | FFocusEvent | InFocusEvent | ) |
If focus is lost on on this widget or on a child widget and this widget is no longer part of the focus path.
| InFocusEvent | FocusEvent |
| FEventReply OnTouchEnded | ( | FGeometry | MyGeometry, |
| FPointerEvent | InTouchEvent ) |
Called when a touchpad touch is ended (finger lifted).
| MyGeometry | The geometry of the widget receiving the event. |
| InTouchEvent | The touch event generated |
| FEventReply OnTouchForceChanged | ( | FGeometry | MyGeometry, |
| FPointerEvent | InTouchEvent ) |
Called when a touchpad force has changed (user pressed down harder or let up).
| MyGeometry | The geometry of the widget receiving the event. |
| InTouchEvent | The touch event generated |
| FEventReply OnTouchGesture | ( | FGeometry | MyGeometry, |
| FPointerEvent | GestureEvent ) |
Called when the user performs a gesture on trackpad. This event is bubbled.
| MyGeometry | The geometry of the widget receiving the event. |
| GestureEvent | gesture event |
| FEventReply OnTouchMoved | ( | FGeometry | MyGeometry, |
| FPointerEvent | InTouchEvent ) |
Called when a touchpad touch is moved (finger moved).
| MyGeometry | The geometry of the widget receiving the event. |
| InTouchEvent | The touch event generated |
| FEventReply OnTouchStarted | ( | FGeometry | MyGeometry, |
| FPointerEvent | InTouchEvent ) |
Called when a touchpad touch is started (finger down).
| MyGeometry | The geometry of the widget receiving the event. |
| InTouchEvent | The touch event generated |
| float32 PauseAnimation | ( | const UWidgetAnimation | InAnimation | ) |
Pauses an already running animation in this widget.
| UUMGSequencePlayer PlayAnimation | ( | UWidgetAnimation | InAnimation, |
| float32 | StartAtTime = 0.000000, | ||
| int | NumLoopsToPlay = 1, | ||
| EUMGSequencePlayMode | PlayMode = EUMGSequencePlayMode :: Forward, | ||
| float32 | PlaybackSpeed = 1.000000, | ||
| bool | bRestoreState = false ) |
Plays an animation in this widget a specified number of times.
| InAnimation | The animation to play |
| StartAtTime | The time in the animation from which to start playing, relative to the start position. For looped animations, this will only affect the first playback of the animation. |
| NumLoopsToPlay | The number of times to loop this animation (0 to loop indefinitely) |
| PlayMode | Specifies the playback mode |
| PlaybackSpeed | The speed at which the animation should play |
| bRestoreState | Restores widgets to their pre-animated state when the animation stops |
| UUMGSequencePlayer PlayAnimationForward | ( | UWidgetAnimation | InAnimation, |
| float32 | PlaybackSpeed = 1.000000, | ||
| bool | bRestoreState = false ) |
Plays an animation on this widget relative to it's current state forward. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction.
| InAnimation | The animation to play |
| PlaybackSpeed | The speed at which the animation should play |
| bRestoreState | Restores widgets to their pre-animated state when the animation stops |
| UUMGSequencePlayer PlayAnimationReverse | ( | UWidgetAnimation | InAnimation, |
| float32 | PlaybackSpeed = 1.000000, | ||
| bool | bRestoreState = false ) |
Plays an animation on this widget relative to it's current state in reverse. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction.
| InAnimation | The animation to play |
| PlaybackSpeed | The speed at which the animation should play |
| bRestoreState | Restores widgets to their pre-animated state when the animation stops |
| UUMGSequencePlayer PlayAnimationTimeRange | ( | UWidgetAnimation | InAnimation, |
| float32 | StartAtTime = 0.000000, | ||
| float32 | EndAtTime = 0.000000, | ||
| int | NumLoopsToPlay = 1, | ||
| EUMGSequencePlayMode | PlayMode = EUMGSequencePlayMode :: Forward, | ||
| float32 | PlaybackSpeed = 1.000000, | ||
| bool | bRestoreState = false ) |
Plays an animation in this widget a specified number of times stopping at a specified time.
| InAnimation | The animation to play |
| StartAtTime | The time in the animation from which to start playing, relative to the start position. For looped animations, this will only affect the first playback of the animation. |
| EndAtTime | The absolute time in the animation where to stop, this is only considered in the last loop. |
| NumLoopsToPlay | The number of times to loop this animation (0 to loop indefinitely) |
| PlayMode | Specifies the playback mode |
| PlaybackSpeed | The speed at which the animation should play |
| bRestoreState | Restores widgets to their pre-animated state when the animation stops |
| void PlaySound | ( | USoundBase | SoundToPlay | ) |
Plays a sound through the UI.
| void PreConstruct | ( | bool | IsDesignTime | ) |
Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview the setup in the designer and since generally that same setup code is required at runtime, it's called there as well.
WARNING** This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.
| float32 QueuePauseAnimation | ( | const UWidgetAnimation | InAnimation | ) |
Pauses an already running animation in this widget.
| void QueuePlayAnimation | ( | UWidgetAnimation | InAnimation, |
| float32 | StartAtTime = 0.000000, | ||
| int | NumLoopsToPlay = 1, | ||
| EUMGSequencePlayMode | PlayMode = EUMGSequencePlayMode :: Forward, | ||
| float32 | PlaybackSpeed = 1.000000, | ||
| bool | bRestoreState = false ) |
Plays an animation in this widget a specified number of times.
| InAnimation | The animation to play |
| StartAtTime | The time in the animation from which to start playing, relative to the start position. For looped animations, this will only affect the first playback of the animation. |
| NumLoopsToPlay | The number of times to loop this animation (0 to loop indefinitely) |
| PlayMode | Specifies the playback mode |
| PlaybackSpeed | The speed at which the animation should play |
| bRestoreState | Restores widgets to their pre-animated state when the animation stops |
| void QueuePlayAnimationForward | ( | UWidgetAnimation | InAnimation, |
| float32 | PlaybackSpeed = 1.000000, | ||
| bool | bRestoreState = false ) |
Plays an animation on this widget relative to it's current state forward. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction.
| InAnimation | The animation to play |
| PlaybackSpeed | The speed at which the animation should play |
| bRestoreState | Restores widgets to their pre-animated state when the animation stops |
| void QueuePlayAnimationReverse | ( | UWidgetAnimation | InAnimation, |
| float32 | PlaybackSpeed = 1.000000, | ||
| bool | bRestoreState = false ) |
Plays an animation on this widget relative to it's current state in reverse. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction.
| InAnimation | The animation to play |
| PlaybackSpeed | The speed at which the animation should play |
| bRestoreState | Restores widgets to their pre-animated state when the animation stops |
| void QueuePlayAnimationTimeRange | ( | UWidgetAnimation | InAnimation, |
| float32 | StartAtTime = 0.000000, | ||
| float32 | EndAtTime = 0.000000, | ||
| int | NumLoopsToPlay = 1, | ||
| EUMGSequencePlayMode | PlayMode = EUMGSequencePlayMode :: Forward, | ||
| float32 | PlaybackSpeed = 1.000000, | ||
| bool | bRestoreState = false ) |
Plays an animation in this widget a specified number of times stopping at a specified time.
| InAnimation | The animation to play |
| StartAtTime | The time in the animation from which to start playing, relative to the start position. For looped animations, this will only affect the first playback of the animation. |
| EndAtTime | The absolute time in the animation where to stop, this is only considered in the last loop. |
| NumLoopsToPlay | The number of times to loop this animation (0 to loop indefinitely) |
| PlayMode | Specifies the playback mode |
| PlaybackSpeed | The speed at which the animation should play |
| bRestoreState | Restores widgets to their pre-animated state when the animation stops |
| void QueueStopAllAnimations | ( | ) |
Stop All actively running animations.
| void QueueStopAnimation | ( | const UWidgetAnimation | InAnimation | ) |
Stops an already running animation in this widget.
| void RegisterInputComponent | ( | ) |
ListenForInputAction will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening.
| void RemoveExtension | ( | UUserWidgetExtension | InExtension | ) |
Remove the extension.
| void RemoveExtensions | ( | TSubclassOf< UUserWidgetExtension > | InExtensionType | ) |
Remove all extensions of the requested type.
| void RemoveFromViewport | ( | ) |
| bool RemoveWidget | ( | UWidget | WidgetToRemove | ) |
| void ReverseAnimation | ( | const UWidgetAnimation | InAnimation | ) |
If an animation is playing, this function will reverse the playback.
| InAnimation | The playing animation that we want to reverse |
| void SetAlignmentInViewport | ( | FVector2D | Alignment | ) |
| void SetAnchorsInViewport | ( | FAnchors | Anchors | ) |
| void SetAnimationCurrentTime | ( | const UWidgetAnimation | InAnimation, |
| float32 | InTime ) |
Sets the current time of the animation in this widget. Does not change state.
| void SetbIsFocusable | ( | bool | Value | ) |
Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.
| void SetbStopAction | ( | bool | bShouldBlock | ) |
| void SetColorAndOpacity | ( | FLinearColor | InColorAndOpacity | ) |
Sets the tint of the widget, this affects all child widgets.
| InColorAndOpacity | The tint to apply to all child widgets. |
| bool SetDesiredFocusWidget | ( | FName | WidgetName | ) |
| bool SetDesiredFocusWidget | ( | UWidget | Widget | ) |
| void SetDesiredSizeInViewport | ( | FVector2D | Size | ) |
| void SetForegroundColor | ( | FSlateColor | InForegroundColor | ) |
Sets the foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.
| InForegroundColor | The foreground color. |
| void SetInputActionBlocking | ( | bool | bShouldBlock | ) |
| void SetInputActionPriority | ( | int | NewPriority | ) |
| void SetNumLoopsToPlay | ( | const UWidgetAnimation | InAnimation, |
| int | NumLoopsToPlay ) |
Changes the number of loops to play given a playing animation.
| InAnimation | The animation that is already playing |
| NumLoopsToPlay | The number of loops to play. (0 to loop indefinitely) |
| void SetOwningPlayer | ( | APlayerController | LocalPlayerController | ) |
Sets the local player associated with this UI via PlayerController reference.
| LocalPlayerController | The PlayerController of the local player you want to be the conceptual owner of this UI. |
| void SetPadding | ( | FMargin | InPadding | ) |
Sets the padding for the user widget, putting a larger gap between the widget border and it's root widget.
| void SetPaletteCategory | ( | FText | InPaletteCategory | ) |
| void SetPlaybackSpeed | ( | const UWidgetAnimation | InAnimation, |
| float32 | PlaybackSpeed = 1.000000 ) |
Changes the playback rate of a playing animation.
| InAnimation | The animation that is already playing |
| void SetPositionInViewport | ( | FVector2D | Position, |
| bool | bRemoveDPIScale = true ) |
Sets the widgets position in the viewport.
| Position | The 2D position to set the widget to in the viewport. |
| bRemoveDPIScale | If you've already calculated inverse DPI, set this to false. Otherwise inverse DPI is applied to the position so that when the location is scaled by DPI, it ends up in the expected position. |
| void SetPriority | ( | int | NewPriority | ) |
| void SetRootWidget | ( | UWidget | NewRootWidget | ) |
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static |
| void StopAllAnimations | ( | ) |
Stop All actively running animations.
| void StopAnimation | ( | const UWidgetAnimation | InAnimation | ) |
Stops an already running animation in this widget.
| void StopAnimationsAndLatentActions | ( | ) |
Cancels any pending Delays or timer callbacks for this widget, and stops all active animations on the widget.
| void StopListeningForAllInputActions | ( | ) |
Stops listening to all input actions, and unregisters the input component with the player controller.
| void StopListeningForInputAction | ( | FName | ActionName, |
| EInputEvent | EventType ) |
Removes the binding for a particular action's callback.
| void Tick | ( | FGeometry | MyGeometry, |
| float32 | InDeltaTime ) |
Ticks this widget. Override in derived classes, but always call the parent implementation.
| MyGeometry | The space allotted for this widget |
| InDeltaTime | Real time passed since last tick |
| void UnbindAllFromAnimationFinished | ( | UWidgetAnimation | Animation | ) |
| void UnbindAllFromAnimationStarted | ( | UWidgetAnimation | Animation | ) |
| void UnbindFromAnimationFinished | ( | UWidgetAnimation | Animation, |
| FWidgetAnimationDynamicEvent | Delegate = FWidgetAnimationDynamicEvent ( ) ) |
Unbind an animation finished delegate.
| Animation | the animation to listen for starting or finishing. |
| Delegate | the delegate to call when the animation's state changes |
| void UnbindFromAnimationStarted | ( | UWidgetAnimation | Animation, |
| FWidgetAnimationDynamicEvent | Delegate = FWidgetAnimationDynamicEvent ( ) ) |
Unbind an animation started delegate.
| Animation | the animation to listen for starting or finishing. |
| Delegate | the delegate to call when the animation's state changes |
| void UnregisterInputComponent | ( | ) |
StopListeningForAllInputActions will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening.
| FVector2D AlignmentInViewport |
| FAnchors AnchorsInViewport |
| bool bIsFocusable |
Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.
| bool bStopAction |
| FLinearColor ColorAndOpacity |
The color and opacity of this widget. Tints all child widgets.
| UWidget DesiredFocusWidget |
| const FName DesiredFocusWidgetName |
| FSlateColor ForegroundColor |
The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.
| FOnVisibilityChangedEvent OnVisibilityChanged |
Called when the visibility has changed.
| const APlayerCameraManager OwningPlayerCameraManager |
Gets the player camera manager associated with this UI.
| const APawn OwningPlayerPawn |
Gets the player pawn associated with this UI.
| FMargin Padding |
The padding area around the content.
| FText PaletteCategory |
The category this widget appears in the palette.
| UTexture2D PreviewBackground |
A preview background that you can use when designing the UI to get a sense of scale on the screen. Use a texture with a screenshot of your game in it, for example if you were designing a HUD.
| int Priority |
| UWidget RootWidget |
| EWidgetTickFrequency TickFrequency |
This widget is allowed to tick. If this is unchecked tick will never be called, animations will not play correctly, and latent actions will not execute. Uncheck this for performance reasons only.