Module |
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Header |
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h |
Include |
#include "Blueprint/UserWidget.h" |
class UUserWidget :
public UWidget,
public INamedSlotInterface
The user widget is extensible by users through the WidgetBlueprint.
Name | Description | ||
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ActiveSequencePlayers |
All the sequence players currently playing |
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AnimationCallbacks |
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uint8: 1 |
bCookedWidgetTree |
If this user widget was created using a cooked widget tree. |
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uint8: 1 |
bHasScriptImplementedPaint |
If a widget has an implemented paint blueprint function |
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uint8: 1 |
bHasScriptImplementedTick |
If a widget has an implemented tick blueprint function |
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uint8: 1 |
bInitialized |
Has this widget been initialized by its class yet? |
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uint8: 1 |
bIsFocusable |
Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to. |
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uint8: 1 |
bStopAction |
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uint8: 1 |
bStoppingAllAnimations |
If we're stopping all animations, don't allow new animations to be created as side-effects. |
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ColorAndOpacity |
The color and opacity of this widget. Tints all child widgets. |
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ColorAndOpacityDelegate |
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DesignSizeMode |
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DesignTimeSize |
Stores the design time desired size of the user widget |
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ForegroundColor |
The foreground color of the widget, this is inherited by sub widgets. |
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FGetSlateColor |
ForegroundColorDelegate |
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InputComponent |
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K2_Cache_ColorAndOpacity |
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K2_Cache_ForegroundColor |
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Padding |
The padding area around the content. |
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PaletteCategory |
The category this widget appears in the palette. |
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UTexture2D *... |
PreviewBackground |
A preview background that you can use when designing the UI to get a sense of scale on the screen. |
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Priority |
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StoppedSequencePlayers |
List of sequence players to cache and clean up when safe |
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friend |
UUMGSequencePlayer |
The sequence player is a friend because we need to be alerted when animations start and finish without going through the normal event callbacks as people have a tendency to RemoveAll(this), which would permanently disable callbacks that are critical for UserWidget's base class - so rather we just directly report to the owning UserWidget of state transitions. |
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UWidgetTree ... |
WidgetTree |
The widget tree contained inside this user widget initialized by the blueprint |
Name | Description | |
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UUserWidget ( |
Name | Description | ||
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AddToPlayerScreen ( |
Adds the widget to the game's viewport in a section dedicated to the player. |
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AddToScreen ( |
Adds the widget to the screen, either to the viewport or to the player's screen depending on if the LocalPlayer is null. |
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AddToViewport ( |
Adds it to the game's viewport and fills the entire screen, unless SetDesiredSizeInViewport is called to explicitly set the size. |
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BindToAnimationEvent ( |
Allows binding to a specific animation's event. |
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BindToAnimationFinished ( |
Bind an animation finished delegate. |
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BindToAnimationStarted ( |
Bind an animation started delegate. |
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BroadcastAnimationStateChange ( |
Broadcast any events based on a state transition for the sequence player, started, finished...etc. |
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CancelLatentActions() |
Cancels any pending Delays or timer callbacks for this widget. |
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CanInitialize() |
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Construct() |
Called after the underlying slate widget is constructed. |
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UUserWidget ... |
CreateWidgetInstance ( |
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UUserWidget ... |
CreateWidgetInstance ( |
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UUserWidget ... |
CreateWidgetInstance ( |
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UUserWidget ... |
CreateWidgetInstance ( |
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UUserWidget ... |
CreateWidgetInstance ( |
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Destruct() |
Called when a widget is no longer referenced causing the slate resource to destroyed. |
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DuplicateAndInitializeFromWidgetTree ( |
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GetAlignmentInViewport() |
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GetAnchorsInViewport() |
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float |
GetAnimationCurrentTime ( |
Gets the current time of the animation in this widget |
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EWidgetTickF... |
GetDesiredTickFrequency() |
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GetFullScreenOffset() |
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GetIsVisible() |
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GetMinimumDesiredSize() |
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UUMGSequence... |
GetOrAddSequencePlayer ( |
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T * |
GetOwningPlayerPawn() |
Gets the player pawn associated with this UI cast to the template type. |
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APawn * |
GetOwningPlayerPawn() |
Gets the player pawn associated with this UI. |
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TPlayerState... |
GetOwningPlayerState ( |
Get the owning player's PlayerState. |
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const FLocal... |
GetPlayerContext() |
Gets the player context associated with this UI. |
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UWidget *... |
GetRootWidget() |
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UUMGSequence... |
GetSequencePlayer ( |
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TSharedPtr< ... |
GetSlateWidgetFromName ( |
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UWidget *... |
GetWidgetFromName ( |
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UWidget *... |
GetWidgetHandle ( |
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UWidgetBluep... |
GetWidgetTreeOwningClass() |
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Initialize() |
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InitializeInputComponent() |
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InitializeNamedSlots ( |
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InitializeNativeClassData() |
The function is implemented only in nativized widgets (automatically converted from BP to c++) |
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Invalidate ( |
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IsAnimationPlaying ( |
Gets whether an animation is currently playing on this widget. |
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IsAnimationPlayingForward ( |
Returns true if the animation is currently playing forward, false otherwise. |
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IsAnyAnimationPlaying() |
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IsInteractable() |
Gets a value indicating if the widget is interactive. |
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IsInViewport() |
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IsListeningForInputAction ( |
Checks if the action has a registered callback with the input component. |
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IsPlayingAnimation() |
Are we currently playing any animations? |
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K2_Gate_ColorAndOpacity() |
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K2_Gate_ForegroundColor() |
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ListenForInputAction ( |
Listens for a particular Player Input Action by name. |
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NativeConstruct() |
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NativeDestruct() |
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NativeIsInteractable() |
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NativeOnAddedToFocusPath ( |
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NativeOnAnalogValueChanged ( |
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NativeOnCursorQuery ( |
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NativeOnDragCancelled ( |
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NativeOnDragDetected ( |
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NativeOnDragEnter ( |
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NativeOnDragLeave ( |
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NativeOnDragOver ( |
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NativeOnDrop ( |
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NativeOnFocusChanging ( |
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NativeOnFocusLost ( |
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NativeOnFocusReceived ( |
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NativeOnInitialized() |
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NativeOnKeyChar ( |
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NativeOnKeyDown |
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NativeOnKeyUp |
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NativeOnMotionDetected ( |
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NativeOnMouseButtonDoubleClick ( |
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NativeOnMouseButtonDown ( |
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NativeOnMouseButtonUp ( |
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NativeOnMouseCaptureLost ( |
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NativeOnMouseEnter ( |
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NativeOnMouseLeave ( |
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NativeOnMouseMove ( |
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NativeOnMouseWheel ( |
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FNavigationR... |
NativeOnNavigation ( |
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FNavigationR... |
NativeOnNavigation ( |
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NativeOnPreviewKeyDown |
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NativeOnPreviewMouseButtonDown ( |
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NativeOnRemovedFromFocusPath ( |
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NativeOnTouchEnded ( |
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NativeOnTouchForceChanged ( |
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NativeOnTouchGesture ( |
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NativeOnTouchMoved ( |
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NativeOnTouchStarted ( |
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NativePaint ( |
Native implemented paint function for the Widget Returns the maximum LayerID painted on |
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NativePreConstruct() |
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NativeSupportsCustomNavigation() |
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NativeSupportsKeyboardFocus() |
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NativeTick ( |
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OnAddedToFocusPath ( |
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. |
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OnAnalogValueChanged ( |
Called when an analog value changes on a button that supports analog |
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OnAnimationFinished ( |
Called when an animation has either played all the way through or is stopped |
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OnAnimationFinished_Implementation ( |
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OnAnimationFinishedPlaying ( |
Called when a sequence player is finished playing an animation |
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OnAnimationStarted ( |
Called when an animation is started. |
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OnAnimationStarted_Implementation ( |
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OnAnimationStartedPlaying ( |
Called when a sequence player is finished playing an animation |
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OnDragCancelled ( |
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. |
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OnDragDetected ( |
TODO. |
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OnDragEnter ( |
Called during drag and drop when the drag enters the widget. |
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OnDragLeave ( |
Called during drag and drop when the drag leaves the widget. |
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OnDragOver ( |
Called during drag and drop when the the mouse is being dragged over a widget. |
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OnDrop ( |
Called when the user is dropping something onto a widget. |
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OnFocusLost ( |
Called when this widget loses focus. This event does not bubble. |
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OnFocusReceived ( |
Called when keyboard focus is given to this widget. This event does not bubble. |
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OnInitialized() |
Called once only at game time on non-template instances. |
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OnInputAction ( |
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OnKeyChar ( |
Called after a character is entered while this widget has focus |
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OnKeyDown |
Called after a key (keyboard, controller, ...) is pressed when this widget has focus (this event bubbles if not handled) |
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OnKeyUp |
Called after a key (keyboard, controller, ...) is released when this widget has focus |
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OnLevelRemovedFromWorld |
Called when a top level widget is in the viewport and the world is potentially coming to and end. |
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OnMotionDetected ( |
Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller. |
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OnMouseButtonDoubleClick ( |
Called when a mouse button is double clicked. Override this in derived classes. |
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OnMouseButtonDown ( |
The system calls this method to notify the widget that a mouse button was pressed within it. |
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OnMouseButtonUp ( |
The system calls this method to notify the widget that a mouse button was release within it. |
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OnMouseCaptureLost() |
Called when mouse capture is lost if it was owned by this widget. |
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OnMouseEnter ( |
The system will use this event to notify a widget that the cursor has entered it. |
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OnMouseLeave ( |
The system will use this event to notify a widget that the cursor has left it. |
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OnMouseMove ( |
The system calls this method to notify the widget that a mouse moved within it. |
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OnMouseWheel ( |
Called when the mouse wheel is spun. This event is bubbled. |
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OnPaint ( |
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OnPreviewKeyDown |
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. |
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OnPreviewMouseButtonDown ( |
Just like OnMouseButtonDown, but tunnels instead of bubbling. |
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OnRemovedFromFocusPath ( |
If focus is lost on on this widget or on a child widget and this widget is no longer part of the focus path. |
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OnTouchEnded ( |
Called when a touchpad touch is ended (finger lifted) |
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OnTouchForceChanged ( |
Called when a touchpad force has changed (user pressed down harder or let up) |
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OnTouchGesture ( |
Called when the user performs a gesture on trackpad. This event is bubbled. |
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OnTouchMoved ( |
Called when a touchpad touch is moved (finger moved) |
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OnTouchStarted ( |
Called when a touchpad touch is started (finger down) |
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float |
PauseAnimation ( |
Pauses an already running animation in this widget |
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UUMGSequence... |
PlayAnimation ( |
Plays an animation in this widget a specified number of times |
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UUMGSequence... |
PlayAnimationForward ( |
Plays an animation on this widget relative to it's current state forward. |
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UUMGSequence... |
PlayAnimationReverse ( |
Plays an animation on this widget relative to it's current state in reverse. |
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UUMGSequence... |
PlayAnimationTimeRange ( |
Plays an animation in this widget a specified number of times stopping at a specified time |
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PlaySound ( |
Plays a sound through the UI |
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PreConstruct ( |
Called by both the game and the editor. |
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RegisterInputComponent() |
ListenForInputAction will automatically Register an Input Component with the player input system. |
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RemoveFromViewport() |
Removes the widget from the viewport. |
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RemoveObsoleteBindings |
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ReverseAnimation ( |
If an animation is playing, this function will reverse the playback. |
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SetAlignmentInViewport ( |
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SetAnchorsInViewport ( |
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SetColorAndOpacity ( |
Sets the tint of the widget, this affects all child widgets. |
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SetDesiredSizeInViewport ( |
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SetForegroundColor ( |
Sets the foreground color of the widget, this is inherited by sub widgets. |
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SetInputActionBlocking ( |
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SetInputActionPriority ( |
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SetMinimumDesiredSize ( |
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SetNumLoopsToPlay ( |
Changes the number of loops to play given a playing animation |
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SetOwningLocalPlayer ( |
Sets the player associated with this UI via LocalPlayer reference. |
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SetOwningPlayer ( |
Sets the local player associated with this UI via PlayerController reference. |
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SetPadding ( |
Sets the padding for the user widget, putting a larger gap between the widget border and it's root widget. |
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SetPlaybackSpeed ( |
Changes the playback rate of a playing animation |
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SetPlayerContext ( |
Sets the player context associated with this UI. |
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SetPositionInViewport |
Sets the widgets position in the viewport. |
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ShouldSerializeWidgetTree ( |
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StopAllAnimations() |
Stop All actively running animations. |
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StopAnimation ( |
Stops an already running animation in this widget |
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StopAnimationsAndLatentActions() |
Cancels any pending Delays or timer callbacks for this widget, and stops all active animations on the widget. |
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StopListeningForAllInputActions() |
Stops listening to all input actions, and unregisters the input component with the player controller. |
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StopListeningForInputAction ( |
Removes the binding for a particular action's callback. |
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TemplateInit() |
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TemplateInitInner() |
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Tick ( |
Ticks this widget. Override in derived classes, but always call the parent implementation. |
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TickActionsAndAnimation ( |
Ticks the active sequences and latent actions that have been scheduled for this Widget. |
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UnbindAllFromAnimationFinished ( |
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UnbindAllFromAnimationStarted ( |
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UnbindFromAnimationFinished ( |
Unbind an animation finished delegate. |
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UnbindFromAnimationStarted ( |
Unbind an animation started delegate. |
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UnregisterInputComponent() |
StopListeningForAllInputActions will automatically Register an Input Component with the player input system. |
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ValidateBlueprint ( |
Final step of Widget Blueprint compilation. |
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ValidateCompiledWidgetTree ( |
Override to perform any custom inspections of the default widget tree at the end of compilation. |
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VerifyTemplateIntegrity |
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VerifyTemplateIntegrity ( |
Name | Description | ||
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T * |
GetOwningLocalPlayer() |
Gets the local player associated with this UI cast to the template type. |
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ULocalPlayer... |
GetOwningLocalPlayer() |
Gets the local player associated with this UI. |
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T * |
GetOwningPlayer() |
Gets the player controller associated with this UI cast to the template type. |
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APlayerContr... |
GetOwningPlayer() |
Gets the player controller associated with this UI. |
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const FText |
GetPaletteCategory() |
Gets the palette category of the widget |
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UWorld * |
GetWorld() |
Begin UObject. |
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OnDesignerChanged ( |
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OnWidgetRebuilt() |
Function called after the underlying SWidget is constructed. |
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TSharedRef< ... |
RebuildWidget() |
Function implemented by all subclasses of UWidget is called when the underlying SWidget needs to be constructed. |
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RemoveFromParent() |
Removes the widget from its parent widget. |
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SetDesignerFlags ( |
Sets the designer flags on the widget. |
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SynchronizeProperties() |
Applies all properties to the native widget if possible. |
Name | Description | ||
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ReleaseSlateResources ( |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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IsAsset() |
Returns true if this object is considered an asset. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditImport() |
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreSave ( |
Presave function. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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UWidget *... |
GetContentForSlot ( |
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GetSlotNames |
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SetContentForSlot |
Name |
Description |
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bInitializingFromWidgetTree |
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bTemplateInitializing |
Name | Description | ||
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uint8: 1 |
bSupportsKeyboardFocus_DEPRECATED |
Name | Description | ||
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Invalidate() |
You now need to provide the reason you're invalidating. |
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NativeOnMouseCaptureLost() |
Please use NativeOnMouseCaptureLost(const FCaptureLostEvent& CaptureLostEvent) |
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NativePaint ( |
Please override the other version of NativePaint that accepts all the parameters, not just the paint context. |
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UUMGSequence... |
PlayAnimationAtTime ( |
Short lived attempt to clarify what the default PlayAnimation function does, but going to just keep the default one to make things simple by default. |