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 ) | [] |
Subsets and Splits