| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilities/Public/VPFullScreenUserWidgetActor.h |
Include |
#include "VPFullScreenUserWidgetActor.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup="UserInterface",
HideCategories=(Actor, Input, Movement, Collision, Rendering, "Utilities|Transformation", LOD),
ShowCategories=("Input|MouseInput", "Input|TouchInput"))
class AFullScreenUserWidgetActor : public AInfo
Widgets are first rendered to a render target, then that render target is displayed in the world.
Name | Description | ||
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bEditorDisplayRequested |
Display requested and will be executed on the first frame because we can't call BP function in the loading phase |
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ScreenUserWidget |
Name | Description | |
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AFullScreenUserWidgetActor ( |
Name | Description | ||
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BeginPlay() |
Overridable native event for when play begins for this actor. |
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Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
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EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
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PostActorCreated() |
Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. |
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PostInitializeComponents() |
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
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ShouldTickIfViewportsOnly() |
If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly |
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Tick ( |
Function called every frame on this Actor. |
Name | Description | ||
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |