UWidgetBlueprint

The widget blueprint enables extending [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) the user extensible [UWidget](API\Runtime\UMG\Components\UWidget).

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

UMGEditor

Header

/Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h

Include

#include "WidgetBlueprint.h"

Syntax

class UWidgetBlueprint : public UBaseWidgetBlueprint

Remarks

The widget blueprint enables extending UUserWidget the user extensible UWidget.

Variables

Name Description

Public variable

TArray< UWidget...

 

Animations

Public variable

TArray< FDelega...

 

Bindings

Public variable

FString

 

PaletteCategory

Don't directly modify this property to change the palette category.

Public variable

int32

 

PropertyBindings

The total number of property bindings. Consider this as a performance warning.

Constructors

Name Description

Public function

UWidgetBlueprint

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual Const

bool

 

AllowEditorWidget()

Does the editor support widget from an editor package.

Public function Const

bool

 

ArePropertyBindingsAllowed()

Public function

bool

 

DetectSlateWidgetLeaks

(
    TArray< FText >& ValidationErrors
)

Public function Static

TSharedPtr< ...

 

GetCompilerForWidgetBP

(
    UBlueprint* BP,
    FCompilerResultsLog& InMessageLog,
    const FKismetCompilerOptions& InCo...
)

Public function Const

UPackage ...

 

GetWidgetTemplatePackage()

Public function Const

bool

 

IsWidgetFreeFromCircularReferences

(
    UUserWidget* UserWidget
)

Returns true if the supplied user widget will not create a circular reference when added to this blueprint

Public function

void

 

UpdateTickabilityStats

(
    bool& OutHasLatentActions,
    bool& OutHasAnimations,
    bool& OutClassRequiresNativeTick
)

Public function Static

bool

 

ValidateGeneratedClass

(
    const UClass* InClass
)

Overridden from UBlueprint

Name Description

Public function Virtual Const

bool

 

AllowsDynamicBinding()

Public function Virtual Const

bool

 

AlwaysCompileOnLoad()

UWidget blueprints are never data only, should always compile on load (data only blueprints cannot declare new variables)

Public function Virtual Const

bool

 

FindDiffs

(
    const UBlueprint* OtherBluepri...,
    FDiffResults& Results
)

Fills in a list of differences between this blueprint and another blueprint.

Public function Virtual Const

void

 

GatherDependencies

(
    TSet< TWeakObjectPtr< UBlueprint >>...
)

Collect blueprints that depend on this blueprint.

Public function Virtual Const

UClass *

 

GetBlueprintClass()

Gets the class generated when this blueprint is compiled.

Public function Virtual Const

void

 

GetReparentingRules

(
    TSet< const UClass* >& Allowe...,
    TSet< const UClass* >& Disall...
)

Protected function Virtual

void

 

LoadModulesRequiredForCompilation()

Blueprint can choose to load specific modules for compilation.

Public function Virtual

void

 

NotifyGraphRenamed

(
    UEdGraph* Graph,
    FName OldName,
    FName NewName
)

Notify the blueprint when a graph is renamed to allow for additional fixups.

Public function Virtual

void

 

ReplaceDeprecatedNodes()

Checks all nodes in all graphs to see if they should be replaced by other nodes

Public function Virtual Const

bool

 

SupportedByDefaultBlueprintFactory()

Should the generic blueprint factory work for this blueprint?

Overridden from UObject

Name Description

Public function Virtual Const

void

 

GetAssetRegistryTags

(
    TArray< FAssetRegistryTag >& OutTa...
)

Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

Public function Virtual

EDataValidat...

 

IsDataValid

(
    TArray< FText >& ValidationErrors
)

Returns Valid if this object has data validation rules set up for it and the data for this object is valid.

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostLoad()

UObject interface

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Presave function.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Name Description

Public variable

TArray< FWidget...

 

AnimationData_DEPRECATED

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