className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
0
76
code
stringlengths
0
11.4k
variables
listlengths
0
395
UWidgetComponent::GetWindowVisiblility
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Gets the visibility of the virtual window created to host the widget focusable.
UMG
EWindowVisibility GetWindowVisiblility() const
[]
UWidgetComponent::ModifyProjectedLocalPosition
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Hook to allow this component modify the local position of the widget after it has been projected from world space to screen space.
UMG
virtual FVector2D ModifyProjectedLocalPosition ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & ViewportGeometry, const FVector2D & LocalPosition )
[]
UWidgetComponent::InitWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Ensures the user widget is initialized
UMG
virtual void InitWidget()
[]
UWidgetComponent::IsWidgetVisible
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Returns true if the the Slate window is visible and that the widget is also visible, false otherwise.
UMG
bool IsWidgetVisible() const
[]
UWidgetComponent::GetWindowFocusable
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
bWindowFocusable
UMG
bool GetWindowFocusable() const
[]
UWidgetComponent::OnHiddenInGameChanged
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Overridable internal function to respond to changes in the hidden in game value of the component.
UMG
virtual void OnHiddenInGameChanged()
[]
UWidgetComponent::OnLevelRemovedFromWorld
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void OnLevelRemovedFromWorld ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )
[]
UWidgetComponent::PostEditChangeProperty
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Called when a property on this object has been modified externally
UMG
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UWidgetComponent::OnUnregister
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.
UMG
virtual void OnUnregister()
[]
UWidgetComponent::OnRegister
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.
UMG
virtual void OnRegister()
[]
UWidgetComponent::RegisterHitTesterWithViewport
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void RegisterHitTesterWithViewport ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > ViewportWidget )
[]
UWidgetComponent::ReleaseResources
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Release resources associated with the widget.
UMG
virtual void ReleaseResources()
[]
UWidgetComponent::RegisterWindow
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void RegisterWindow()
[]
UWidgetComponent::RemoveWidgetFromScreen
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void RemoveWidgetFromScreen()
[]
UWidgetComponent::RequestRedraw
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Requests that the widget be redrawn.
UMG
virtual void RequestRedraw()
[]
UWidgetComponent::Serialize
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
UMG
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UWidgetComponent::RequestRenderUpdate
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Requests that the widget have it's render target updated, if TickMode is disabled, this will force a tick to happen to update the render target.
UMG
virtual void RequestRenderUpdate()
[]
UWidgetComponent::SetBlendMode
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the blend mode to use for this widget
UMG
void SetBlendMode ( const EWidgetBlendMode NewBlendMode )
[]
UWidgetComponent::SetBackgroundColor
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the background color and opacityscale for this widget
UMG
void SetBackgroundColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewBackgroundColor )
[]
UWidgetComponent::SetDrawAtDesiredSize
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void SetDrawAtDesiredSize ( bool bInDrawAtDesiredSize )
[]
UWidgetComponent::SetCylinderArcAngle
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Defines the curvature of the widget component when using EWidgetGeometryMode::Cylinder; ignored otherwise.
UMG
void SetCylinderArcAngle ( const float InCylinderArcAngle )
[]
UWidgetComponent::SetDrawSize
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the draw size of the quad in the world
UMG
void SetDrawSize ( FVector2D Size )
[]
UWidgetComponent::SetGeometryMode
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void SetGeometryMode ( EWidgetGeometryMode InGeometryMode )
[]
UWidgetComponent::SetEditTimeUsable
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void SetEditTimeUsable ( bool Value )
[]
UWidgetComponent::SetInitialLayerZOrder
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets layer z order used when this widget is initialized
UMG
void SetInitialLayerZOrder ( int32 NewLayerZOrder )
[]
UWidgetComponent::SetInitialSharedLayerName
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets shared layer name used when this widget is initialized
UMG
void SetInitialSharedLayerName ( [FName](API\Runtime\Core\UObject\FName) NewSharedLayerName )
[]
UWidgetComponent::SetOpacityFromTexture
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets how much opacity from the UI widget's texture alpha is used when rendering to the viewport (0.0-1.0)
UMG
void SetOpacityFromTexture ( const float NewOpacityFromTexture )
[]
UWidgetComponent::SetMaterial
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Changes the material applied to an element of the mesh. the material used by the indexed element of this mesh.
UMG
virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )
[]
UWidgetComponent::SetManuallyRedraw
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
bManuallyRedraw
UMG
void SetManuallyRedraw ( bool bUseManualRedraw )
[]
UWidgetComponent::SetOwnerPlayer
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the local player that owns this widget component. Setting the owning player controls which player's viewport the widget appears on in a split screen scenario. Additionally it forwards the owning player to the actual UserWidget that is spawned.
UMG
void SetOwnerPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )
[]
UWidgetComponent::SetPivot
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void SetPivot ( const FVector2D & InPivot )
[]
UWidgetComponent::SetTickMode
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the Tick mode of the Widget Component.
UMG
void SetTickMode ( ETickMode InTickMode )
[]
UWidgetComponent::SetTickWhenOffscreen
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets whether the widget ticks when offscreen or not
UMG
void SetTickWhenOffscreen ( const bool bWantTickWhenOffscreen )
[]
UWidgetComponent::SetSlateWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets a Slate widget to be rendered. You can use this to draw native Slate widgets using a WidgetComponent, instead of drawing user widgets.
UMG
virtual void SetSlateWidget ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InSlateWidget )
[]
UWidgetComponent::SetRedrawTime
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void SetRedrawTime ( float InRedrawTime )
[]
UWidgetComponent::SetTintColorAndOpacity
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the tint color and opacity scale for this widget
UMG
void SetTintColorAndOpacity ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewTintColorAndOpacity )
[]
UWidgetComponent::SetTwoSided
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets whether the widget is two-sided or not
UMG
void SetTwoSided ( const bool bWantTwoSided )
[]
UWidgetComponent::SetWidgetSpace
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void SetWidgetSpace ( EWidgetSpace NewSpace )
[]
UWidgetComponent::SetWidgetClass
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the widget class used to generate the widget for this component
UMG
void SetWidgetClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > InWidgetClass )
[]
UWidgetComponent::SetWindowFocusable
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
bWindowFocusable
UMG
void SetWindowFocusable ( bool bInWindowFocusable )
[]
UWidgetComponent::SetWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the widget to use directly. This function will keep track of the widget till the next time it's called with either a newer widget or a nullptr
UMG
virtual void SetWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget )
[]
UWidgetComponent::SetWindowVisibility
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Sets the visibility of the virtual window created to host the widget focusable.
UMG
void SetWindowVisibility ( EWindowVisibility InVisibility )
[]
UWidgetComponent::TickComponent
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.
UMG
virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )
[]
UWidgetComponent::ShouldDrawWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Allows subclasses to control if the widget should be drawn. Called right before we draw the widget.
UMG
virtual bool ShouldDrawWidget() const
[]
UWidgetComponent::UnregisterHitTesterWithViewport
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void UnregisterHitTesterWithViewport ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > ViewportWidget )
[]
UWidgetComponent::UpdateBodySetup
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Ensures the body setup is initialized and updates it if needed.
UMG
void UpdateBodySetup ( bool bDrawSizeChanged )
[]
UWidgetComponent::UnregisterWindow
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void UnregisterWindow()
[]
UWidgetComponent::UpdateRenderTarget
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Ensure the render target is initialized and updates it if needed.
UMG
virtual void UpdateRenderTarget ( FIntPoint DesiredRenderTargetSize )
[]
UWidgetComponent::UpdateMaterialInstanceParameters
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Updates the dynamic parameters on the material instance, without re-creating it
UMG
void UpdateMaterialInstanceParameters()
[]
UWidgetComponent::UpdateMaterialInstance
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
void UpdateMaterialInstance()
[]
UWidgetComponent::UWidgetComponent
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
UMG
UWidgetComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetComponent::UpdateWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Ensures the 3d window is created its size and content.
UMG
virtual void UpdateWidget()
[]
WidgetHitTester
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
The hit tester to use for this component
UMG
static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FWidget3DHitTester > WidgetHitTester;
[]
UWidgetComponent
/Engine/Source/Runtime/UMG/Public/Components/WidgetComponent.h
Material Properties set by this component on whatever material overrides the default. SlateUI [Texture] BackColor [Vector] TintColorAndOpacity [Vector] OpacityFromTexture [Scalar]
UMG
class UWidgetComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)
[ { "type": "FLinearColor", "name": "BackgroundColor", "description": "The background color of the component" }, { "type": "bool", "name": "bAddedToScreen", "description": "" }, { "type": "bool", "name": "bApplyGammaCorrection", "description": "Widget components that appear in the world will be gamma corrected by the 3D renderer." }, { "type": "bool", "name": "bDrawAtDesiredSize", "description": "Causes the render target to automatically match the desired size." }, { "type": "bool", "name": "bEditTimeUsable", "description": "Allows the widget component to be used at editor time. For use in the VR-Editor." }, { "type": "bool", "name": "bIsTwoSided", "description": "Is the component visible from behind?" }, { "type": "EWidgetBlendMod...", "name": "BlendMode", "description": "The blend mode for the widget." }, { "type": "bool", "name": "bManuallyRedraw", "description": "Should we wait to be told to redraw to actually draw?" }, { "type": "TObjectPtr< cla...", "name": "BodySetup", "description": "The body setup of the displayed quad" }, { "type": "bool", "name": "bReceiveHardwareInput", "description": "Register with the viewport for hardware input from the true mouse and keyboard." }, { "type": "bool", "name": "bRedrawRequested", "description": "Has anyone requested we redraw?" }, { "type": "bool", "name": "bWindowFocusable", "description": "Is the virtual window created to host the widget focusable?" }, { "type": "FIntPoint", "name": "CurrentDrawSize", "description": "The actual draw size, this changes based on DrawSize - or the desired size of the widget if bDrawAtDesiredSize is true." }, { "type": "float", "name": "CylinderArcAngle", "description": "Curvature of a cylindrical widget in degrees." }, { "type": "FIntPoint", "name": "DrawSize", "description": "The size of the displayed quad." }, { "type": "EWidgetGeometry...", "name": "GeometryMode", "description": "Controls the geometry of the widget component. See EWidgetGeometryMode." }, { "type": "FVector2D", "name": "LastLocalHitLocation", "description": "The relative location of the last hit on this component" }, { "type": "double", "name": "LastWidgetRenderTime", "description": "What was the last time we rendered the widget?" }, { "type": "int32", "name": "LayerZOrder", "description": "ZOrder the layer will be created on, note this only matters on the first time a new layer is created, subsequent additions to the same layer will use the initially defined ZOrder" }, { "type": "TObjectPtr<UMa...", "name": "MaskedMaterial", "description": "The material instance for masked widget components." }, { "type": "TObjectPtr<UMa...", "name": "MaskedMaterial_OneSided", "description": "The material instance for masked, one-sided widget components." }, { "type": "TObjectPtr<UMa...", "name": "MaterialInstance", "description": "The dynamic instance of the material that the render target is attached to" }, { "type": "float", "name": "OpacityFromTexture", "description": "Sets the amount of opacity from the widget's UI texture to use when rendering the translucent or masked UI to the viewport (0.0-1.0)" }, { "type": "TObjectPtr<UMa...", "name": "OpaqueMaterial", "description": "The material instance for opaque widget components" }, { "type": "TObjectPtr<UMa...", "name": "OpaqueMaterial_OneSided", "description": "The material instance for opaque, one-sided widget components" }, { "type": "TObjectPtr<ULo...", "name": "OwnerPlayer", "description": "The owner player for a widget component, if this widget is drawn on the screen, this controls what player's screen it appears on for split screen, if not set, users player 0." }, { "type": "FVector2D", "name": "Pivot", "description": "The Alignment/Pivot point that the widget is placed at relative to the position." }, { "type": "float", "name": "RedrawTime", "description": "The time in between draws, if 0 - we would redraw every frame." }, { "type": "TObjectPtr<UTe...", "name": "RenderTarget", "description": "The target to which the user widget is rendered" }, { "type": "FName", "name": "SharedLayerName", "description": "Layer Name the widget will live on" }, { "type": "TSharedPtr< cla...", "name": "SlateWindow", "description": "The slate window that contains the user widget content" }, { "type": "EWidgetSpace", "name": "Space", "description": "The coordinate space in which to render the widget" }, { "type": "ETickMode", "name": "TickMode", "description": "" }, { "type": "bool", "name": "TickWhenOffscreen", "description": "Should the component tick the widget when it's off screen?" }, { "type": "EWidgetTimingPo...", "name": "TimingPolicy", "description": "How this widget should deal with timing, pausing, etc." }, { "type": "FLinearColor", "name": "TintColorAndOpacity", "description": "Tint color and opacity for this component" }, { "type": "TObjectPtr<UMa...", "name": "TranslucentMaterial", "description": "The material instance for translucent widget components" }, { "type": "TObjectPtr<UMa...", "name": "TranslucentMaterial_OneSided", "description": "The material instance for translucent, one-sided widget components" }, { "type": "TSubclassOf<UU...", "name": "WidgetClass", "description": "The class of User Widget to create and display an instance of" }, { "type": "FWidgetRenderer...", "name": "WidgetRenderer", "description": "Helper class for drawing widgets to a render target." }, { "type": "EWindowVisibili...", "name": "WindowVisibility", "description": "The visibility of the virtual window created to host the widget" } ]
UWidgetInteractionComponent::CanSendInput
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Is it safe for this interaction component to run? Might not be in a server situation with no slate application.
UMG
bool CanSendInput()
[]
UWidgetInteractionComponent::CanInteractWithComponent
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Returns true if the inteaction component can interact with the supplied widget component
UMG
bool CanInteractWithComponent ( [UWidgetComponent](API\Runtime\UMG\Components\UWidgetComponent) * Component ) const
[]
UWidgetInteractionComponent::Deactivate
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Deactivates the SceneComponent.
UMG
virtual void Deactivate()
[]
UWidgetInteractionComponent::FWidgetTraceResult::FWidgetTraceResult
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
UMG
FWidgetTraceResult&40;&41;
[]
UWidgetInteractionComponent::Activate
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Activates the SceneComponent, should be overridden by native child classes.
UMG
virtual void Activate ( bool bReset )
[]
FWidgetTraceResult
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
UMG
struct FWidgetTraceResult
[ { "type": "bool", "name": "bWasHit", "description": "" }, { "type": "FHitResult", "name": "HitResult", "description": "" }, { "type": "UWidgetComponen...", "name": "HitWidgetComponent", "description": "" }, { "type": "FWidgetPath", "name": "HitWidgetPath", "description": "" }, { "type": "FVector", "name": "LineEndLocation", "description": "" }, { "type": "FVector", "name": "LineStartLocation", "description": "" }, { "type": "FVector2D", "name": "LocalHitLocation", "description": "" } ]
UWidgetInteractionComponent::FindHoveredWidgetPath
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Gets the WidgetPath for the widget being hovered over based on the hit result.
UMG
virtual [FWidgetPath](API\Runtime\SlateCore\Layout\FWidgetPath) FindHoveredWidgetPath ( const [FWidgetTraceResult](API\Runtime\UMG\Components\UWidgetInteractionComponent\FWidgetTraceResult) & TraceResult ) const
[]
UWidgetInteractionComponent::Get2DHitLocation
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Gets the last hit location on the widget in 2D, local pixel units of the render target.
UMG
FVector2D Get2DHitLocation() const
[]
UWidgetInteractionComponent::GetHoveredWidgetComponent
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Get the currently hovered widget component.
UMG
[UWidgetComponent](API\Runtime\UMG\Components\UWidgetComponent) * GetHoveredWidgetComponent() const
[]
UWidgetInteractionComponent::GetLastHitResult
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Gets the last hit result generated by the component. Returns the custom hit result if that was set.
UMG
const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & GetLastHitResult() const
[]
UWidgetInteractionComponent::GetKeyAndCharCodes
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Gets the key and char codes for sending keys for the platform.
UMG
void GetKeyAndCharCodes ( const [FKey](API\Runtime\InputCore\FKey) & Key, bool & bHasKeyCode, uint32 & KeyCode, bool & bHasCharCode, uint32 & CharCode )
[]
UWidgetInteractionComponent::IsOverFocusableWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Returns true if a widget under the hit result is focusable. e.g. Slate widgets that return true for SupportsKeyboardFocus().
UMG
bool IsOverFocusableWidget() const
[]
UWidgetInteractionComponent::GetRelatedComponentsToIgnoreInAutomaticHitTesting
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Gets the list of components to ignore during hit testing. Which is everything that is a parent/sibling of this component that's not a Widget Component. This is so traces don't get blocked by capsules and such around the player.
UMG
void GetRelatedComponentsToIgnoreInAutomaticHitTesting ( [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & IgnorePrimitives ) const
[]
UWidgetInteractionComponent::OnComponentCreated
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Called when a component is created (not loaded). This can happen in the editor or during gameplay
UMG
virtual void OnComponentCreated()
[]
UWidgetInteractionComponent::PerformTrace
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Performs the trace and gets the hit result under the specified InteractionSource
UMG
virtual [FWidgetTraceResult](API\Runtime\UMG\Components\UWidgetInteractionComponent\FWidgetTraceResult) PerformTrace() const
[]
UWidgetInteractionComponent::GetHoveredWidgetPath
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Gets the widget path for the slate widgets under the last hit result.
UMG
const [FWeakWidgetPath](API\Runtime\SlateCore\Layout\FWeakWidgetPath) & GetHoveredWidgetPath() const
[]
UWidgetInteractionComponent::IsOverHitTestVisibleWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Returns true if a widget under the hit result is has a visibility that makes it hit test visible. e.g. Slate widgets that return true for GetVisibility().IsHitTestVisible().
UMG
bool IsOverHitTestVisibleWidget() const
[]
UWidgetInteractionComponent::IsOverInteractableWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Returns true if a widget under the hit result is interactive. e.g. Slate widgets that return true for IsInteractable().
UMG
bool IsOverInteractableWidget() const
[]
UWidgetInteractionComponent::PressAndReleaseKey
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Does both the press and release of a simulated keyboard key.
UMG
virtual bool PressAndReleaseKey ( [FKey](API\Runtime\InputCore\FKey) Key )
[]
UWidgetInteractionComponent::PressKey
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Press a key as if it had come from the keyboard. Avoid using this for 'a-z|A-Z', things like the Editable Textbox in Slate expect OnKeyChar to be called to signal a specific character being send to the widget. So for those cases you should use SendKeyChar.
UMG
virtual bool PressKey ( [FKey](API\Runtime\InputCore\FKey) Key, bool bRepeat )
[]
UWidgetInteractionComponent::ScrollWheel
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Sends a scroll wheel event to the widget under the last hit result.
UMG
virtual void ScrollWheel ( float ScrollDelta )
[]
UWidgetInteractionComponent::PressPointerKey
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Presses a key as if the mouse/pointer were the source of it. Normally you would just use Left/Right mouse button for the Key. However - advanced uses could also be imagined where you send other keys to signal widgets to take special actions if they're under the cursor.
UMG
virtual void PressPointerKey ( [FKey](API\Runtime\InputCore\FKey) Key )
[]
UWidgetInteractionComponent::ReleasePointerKey
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Releases a key as if the mouse/pointer were the source of it. Normally you would just use Left/Right mouse button for the Key. However - advanced uses could also be imagined where you send other keys to signal widgets to take special actions if they're under the cursor.
UMG
virtual void ReleasePointerKey ( [FKey](API\Runtime\InputCore\FKey) Key )
[]
UWidgetInteractionComponent::ReleaseKey
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Releases a key as if it had been released by the keyboard.
UMG
virtual bool ReleaseKey ( [FKey](API\Runtime\InputCore\FKey) Key )
[]
UWidgetInteractionComponent::SendKeyChar
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Transmits a list of characters to a widget by simulating a OnKeyChar event for each key listed in the string.
UMG
virtual bool SendKeyChar ( [FString](API\Runtime\Core\Containers\FString) Characters, bool bRepeat )
[]
UWidgetInteractionComponent::SetCustomHitResult
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Set custom hit result. This is only taken into account if InteractionSource is set to EWidgetInteractionSource::Custom.
UMG
void SetCustomHitResult ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult )
[]
UWidgetInteractionComponent::SimulatePointerMovement
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Performs the simulation of pointer movement. Does not run if bEnableHitTesting is set to false.
UMG
void SimulatePointerMovement()
[]
UWidgetInteractionComponent::TickComponent
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.
UMG
virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )
[]
UWidgetInteractionComponent::SetFocus
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
Set the focus target of the virtual user managed by this component
UMG
void SetFocus ( [UWidget](API\Runtime\UMG\Components\UWidget) * FocusWidget )
[]
UWidgetInteractionComponent::UWidgetInteractionComponent
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
UMG
UWidgetInteractionComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetInteractionComponent
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
This is a component to allow interaction with the Widget Component. This class allows you to simulate a sort of laser pointer device, when it hovers over widgets it will send the basic signals to show as if the mouse were moving on top of it. You'll then tell the component to simulate key presses, like Left Mouse, down and up, to simulate a mouse click.
UMG
class UWidgetInteractionComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)
[ { "type": "bool", "name": "bEnableHitTesting", "description": "Should the interaction component perform hit testing (Automatic or Custom) and attempt to simulate hover - if you were going to emulate a keyboard you would want to turn this option off if the virtual keyboard was separate from the virtual pointer device and used a second interaction component." }, { "type": "bool", "name": "bIsHoveredWidgetFocusable", "description": "Are we hovering over any focusable widget?" }, { "type": "bool", "name": "bIsHoveredWidgetHitTestVisible", "description": "Are we hovered over a widget that is hit test visible?" }, { "type": "bool", "name": "bIsHoveredWidgetInteractable", "description": "Are we hovering over any interactive widgets." }, { "type": "bool", "name": "bShowDebug", "description": "Shows some debugging lines and a hit sphere to help you debug interactions." }, { "type": "FHitResult", "name": "CustomHitResult", "description": "Stores the custom hit result set by the player." }, { "type": "FLinearColor", "name": "DebugColor", "description": "Determines the color of the debug lines." }, { "type": "float", "name": "DebugLineThickness", "description": "Determines the thickness of the debug lines." }, { "type": "float", "name": "DebugSphereLineThickness", "description": "Determines the line thickness of the debug sphere." }, { "type": "TObjectPtr<UWi...", "name": "HoveredWidgetComponent", "description": "The widget component we're currently hovering over." }, { "type": "float", "name": "InteractionDistance", "description": "The distance in game units the component should be able to interact with a widget component." }, { "type": "EWidgetInteract...", "name": "InteractionSource", "description": "Should we project from the world location of the component? If you set this to false, you'll need to callSetCustomHitResult(), and provide the result of a custom hit test form whatever location you wish." }, { "type": "FHitResult", "name": "LastHitResult", "description": "The last hit result we used." }, { "type": "FVector2D", "name": "LastLocalHitLocation", "description": "The last 2D location on the widget component that was hit." }, { "type": "FWeakWidgetPath", "name": "LastWidgetPath", "description": "The last widget path under the hit result." }, { "type": "FVector2D", "name": "LocalHitLocation", "description": "The 2D location on the widget component that was hit." }, { "type": "FModifierKeysSt...", "name": "ModifierKeys", "description": "The modifier keys to simulate during key presses." }, { "type": "FOnHoveredWidge...", "name": "OnHoveredWidgetChanged", "description": "Called when the hovered Widget Component changes." }, { "type": "int32", "name": "PointerIndex", "description": "Each user virtual controller or virtual finger tips being simulated should use a different pointer index." }, { "type": "TSet<FKey>", "name": "PressedKeys", "description": "The current set of pressed keys we maintain the state of." }, { "type": "TEnumAsByte< EC...", "name": "TraceChannel", "description": "The trace channel to use when tracing for widget components in the world." }, { "type": "TSharedPtr<FSl...", "name": "VirtualUser", "description": "Represents the virtual user in slate." }, { "type": "int32", "name": "VirtualUserIndex", "description": "Represents the Virtual UserIndex." } ]
UWidgetSwitcher::GetActiveWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Get the reference of the currently active widget
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * GetActiveWidget() const
[]
UWidgetSwitcher::GetNumWidgets
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Gets the number of widgets that this switcher manages.
UMG
int32 GetNumWidgets() const
[]
UWidgetSwitcher::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UWidgetSwitcher::GetActiveWidgetIndex
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Gets the slot index of the currently active widget
UMG
int32 GetActiveWidgetIndex() const
[]
UWidgetSwitcher::GetSlotClass
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
UPanelWidget.
UMG
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSlotClass() const
[]
UWidgetSwitcher::GetWidgetAtIndex
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Get a widget at the provided index
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * GetWidgetAtIndex ( int32 Index ) const
[]
UWidgetSwitcher::OnDescendantDeselectedByDesigner
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
UMG
virtual void OnDescendantDeselectedByDesigner ( [UWidget](API\Runtime\UMG\Components\UWidget) * DescendantWidget )
[]
UWidgetSwitcher::OnSlotAdded
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
UMG
virtual void OnSlotAdded ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UWidgetSwitcher::OnDescendantSelectedByDesigner
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
UMG
virtual void OnDescendantSelectedByDesigner ( [UWidget](API\Runtime\UMG\Components\UWidget) * DescendantWidget )
[]
UWidgetSwitcher::OnSlotRemoved
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
UMG
virtual void OnSlotRemoved ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UWidgetSwitcher::PostEditChangeProperty
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Called when a property on this object has been modified externally
UMG
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UWidgetSwitcher::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.
UMG
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()
[]
UWidgetSwitcher::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UWidgetSwitcher::SetActiveWidget
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Activates the widget and makes it the active index.
UMG
virtual void SetActiveWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetSwitcher::SetActiveWidgetIndex
/Engine/Source/Runtime/UMG/Public/Components/WidgetSwitcher.h
Activates the widget at the specified index.
UMG
virtual void SetActiveWidgetIndex ( int32 Index )
[]