UCanvasPanelSlot

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

UMG

Header

/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h

Include

#include "Components/CanvasPanelSlot.h"

Syntax

class UCanvasPanelSlot : public UPanelSlot

Variables

Name Description

Public variable

bool

 

bAutoSize

When AutoSize is true we use the widget's desired size

Public variable

FAnchorData

 

LayoutData

The anchoring information for the slot

Public variable

int32

 

ZOrder

The order priority this widget is rendered in.

Constructors

Name Description

Public function

UCanvasPanelSlot

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

BuildSlot

(
    TSharedRef< SConstraintCanvas > Can...
)

Public function Const

FVector2D

 

GetAlignment()

Gets the alignment on the slot

Public function Const

FAnchors

 

GetAnchors()

Gets the anchors on the slot

Public function Const

bool

 

GetAutoSize()

Gets if the slot to be auto-sized

Public function Const

FAnchorData

 

GetLayout()

Gets the layout data of the slot

Public function Const

FMargin

 

GetOffsets()

Gets the offset data of the slot, which could be position and size, or margins depending on the anchor points

Public function Const

FVector2D

 

GetPosition()

Gets the position of the slot

Public function Const

FVector2D

 

GetSize()

Gets the size of the slot

Public function Const

int32

 

GetZOrder()

Gets the z-order on the slot

Public function

void

 

RebaseLayout

(
    bool PreserveSize
)

Compares the saved base layout against the current state.

Public function

void

 

SaveBaseLayout()

Stores the current layout information about the slot and parent canvas.

Public function

void

 

SetAlignment

(
    FVector2D InAlignment
)

Sets the alignment on the slot

Public function

void

 

SetAnchors

(
    FAnchors InAnchors
)

Sets the anchors on the slot

Public function

void

 

SetAutoSize

(
    bool InbAutoSize
)

Sets if the slot to be auto-sized

Public function

void

 

SetDesiredPosition

(
    FVector2D InPosition
)

Public function

void

 

SetLayout

(
    const FAnchorData& InLayoutData
)

Sets the layout data of the slot

Public function

void

 

SetMaximum

(
    FVector2D InMaximumAnchors
)

Sets the anchors on the slot

Public function

void

 

SetMinimum

(
    FVector2D InMinimumAnchors
)

Sets the anchors on the slot

Public function

void

 

SetOffsets

(
    FMargin InOffset
)

Sets the offset data of the slot, which could be position and size, or margins depending on the anchor points

Public function

void

 

SetPosition

(
    FVector2D InPosition
)

Sets the position of the slot

Public function

void

 

SetSize

(
    FVector2D InSize
)

Sets the size of the slot

Public function

void

 

SetZOrder

(
    int32 InZOrder
)

Sets the z-order on the slot

Overridden from UPanelSlot

Name Description

Public function Virtual

bool

 

DragDropPreviewByDesigner

(
    const FVector2D& LocalCursorPositi...,
    const TOptional< int32 >& XGridSna...,
    const TOptional< int32 >& YGridSna...
)

Called by the designer when a design-time widget is dragged.

Public function Virtual

bool

 

NudgeByDesigner

(
    const FVector2D& NudgeDirection,
    const TOptional< int32 >& GridSnap...
)

Called by the designer to "nudge" a widget in a direction.

Public function Virtual

void

 

SynchronizeFromTemplate

(
    const UPanelSlot*const Templat...
)

Called by the designer when a design-time widget needs to have changes to its associated template synchronized.

Public function Virtual

void

 

SynchronizeProperties()

Applies all properties to the live slot if possible.

Overridden from UVisual

Name Description

Public function Virtual

void

 

ReleaseSlateResources

(
    bool bReleaseChildren
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeChainProperty

(
    FPropertyChangedChainEvent& Proper...
)

This alternate version of PostEditChange is called when properties inside structs are modified.

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss