UGameViewportClient

A game viewport ([FViewport](API\Runtime\Engine\FViewport)) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/GameViewportClient.h

Include

#include "Engine/GameViewportClient.h"

Syntax

class UGameViewportClient :
    public UScriptViewportClient,
    public FExec

Remarks

A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. GameViewportClient is the engine's interface to a game viewport. Exactly one GameViewportClient is created for each instance of the game. The only case (so far) where you might have a single instance of Engine, but multiple instances of the game (and thus multiple GameViewportClients) is when you have more than one PIE window running.

Responsibilities: propagating input events to the global interactions list

Variables

Name Description

Protected variable

TEnumAsByte< ES...

 

ActiveSplitscreenType

The splitscreen type that is actually being used; takes into account the number of players and other factors (such as cinematic mode) that could affect the splitscreen mode that is actually used.

Protected variable

FAudioDeviceHan...

 

AudioDevice

Strong handle to the audio device used by this viewport.

Protected variable

FDelegateHandle

 

AudioDeviceDestroyedHandle

Handle to delegate in case audio device is destroyed.

Protected variable

uint32

 

AudioDeviceHandle

Handle to the audio device created for this viewport.

Public variable

uint32: 1

 

bDisableWorldRendering

Set to disable world rendering

Protected variable

bool

 

bHasAudioFocus

Whether or not this audio device is in audio-focus

Public variable

uint32: 1

 

bIsPlayInEditorViewport

If true, this viewport is a play in editor viewport

Protected variable

bool

 

bSuppressTransitionMessage

If true will suppress the blue transition text messages.

Public variable

TArray< struct ...

 

DebugProperties

Debug properties that have been added via one of the "displayall" commands

Public variable

FEngineShowFlag...

 

EngineShowFlags

The show flags used by the viewport's players.

Protected variable

UGameInstance &...

 

GameInstance

Public variable

int32

 

MaxSplitscreenPlayers

Public variable

TArray< struct ...

 

SplitscreenInfo

Array of the screen data needed for all the different splitscreen configurations

Public variable

int32

 

ViewModeIndex

See enum EViewModeIndex

Public variable

FViewport *

 

Viewport

The platform-specific viewport which this viewport client is attached to.

Public variable

UConsole *

 

ViewportConsole

The viewport's console. Might be null on consoles

Public variable

FViewportFrame ...

 

ViewportFrame

The platform-specific viewport frame which this viewport is contained by.

Protected variable

UWorld *

 

World

The relative world context for this viewport

Constructors

Name Description

Public function

UGameViewportClient

(
    const FObjectInitializer& ObjectIn...
)

Public function

UGameViewportClient

(
    FVTableHelper& Helper
)

DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

Destructors

Name Description

Public function Virtual

~UGameViewportClient()

Functions

Name Description

Public function

void

 

AddCursorWidget

(
    EMouseCursor::Type Cursor,
    UUserWidget* CursorWidget
)

Sets the widget to use fore the cursor.

Public function

void

 

AddSoftwareCursor

(
    EMouseCursor::Type Cursor,
    const FSoftClassPath& CursorClass
)

Adds a cursor to the set based on the enum and the class reference to it.

Public function

void

 

AddSoftwareCursorFromSlateWidget

(
    EMouseCursor::Type InCursorType,
    TSharedPtr< SWidget > CursorWidgetP...
)

Add a cursor to the set based on the enum and a slate widget

Public function Virtual

void

 

AddViewportWidgetContent

(
    TSharedRef< class SWidget > Viewpor...,
    const int32 ZOrder
)

Adds a widget to the Slate viewport's overlay (i.e for in game UI or tools) at the specified Z-order

Public function Virtual

void

 

AddViewportWidgetForPlayer

(
    ULocalPlayer* Player,
    TSharedRef< SWidget > ViewportConte...,
    const int32 ZOrder
)

Adds a widget to the Slate viewport's overlay (i.e for in game UI or tools) at the specified Z-order.

Public function

bool

 

CalculateDeadZoneForAllSides

(
    ULocalPlayer* LPlayer,
    UCanvas* Canvas,
    float& fTopSafeZone,
    float& fBottomSafeZone,
    float& fLeftSafeZone,
    float& fRightSafeZone,
    bool bUseMaxPercent
)

Pixel size of the deadzone for all sides (right/left/top/bottom) based on which local player it is

Public function

void

 

CalculateSafeZoneValues

(
    FMargin& SafeZone,
    UCanvas* Canvas,
    int32 LocalPlayerIndex,
    bool bUseMaxPercent
)

Calculate the amount of safezone needed for a single side for both vertical and horizontal dimensions

Public function Virtual

FString

 

ConsoleCommand

(
    const FString& Command
)

Process Console Command

Public function

int32

 

ConvertLocalPlayerToGamePlayerIndex

(
    ULocalPlayer* LPlayer
)

Convert a LocalPlayer to it's index in the GamePlayer array

Public function Virtual

void

 

DetachViewportClient()

Cleans up all rooted or referenced objects created or managed by the GameViewportClient.

Public function Virtual

void

 

DrawTitleSafeArea

(
    UCanvas* Canvas
)

Draws the safe area using the current r.DebugSafeZone.Mode=1 when there is not a valid PlayerController HUD.

Public function Virtual

void

 

DrawTransition

(
    UCanvas* Canvas
)

Displays the transition screen.

Public function Virtual

void

 

DrawTransitionMessage

(
    UCanvas* Canvas,
    const FString& Message
)

Print a centered transition message with a drop shadow.

Public function

void

 

EnableCsvPlayerStats

(
    int32 LocalPlayerCount
)

Public function Virtual

void

 

FinalizeViews

(
    FSceneViewFamily* ViewFamily,
    const TMap< ULocalPlayer*, FSc...
)

Make any adjustments to the views after they've been completely set up

Protected function Const

FName

 

GetCurrentBufferVisualizationMode()

Public function Const

ESplitScreen...

 

GetCurrentSplitscreenConfiguration()

Public function Const

UGameInstanc...

 

GetGameInstance()

Returns the relevant game instance for this viewport

Public function Const

TSharedPtr< ...

 

GetGameLayerManager()

Gets the layer manager for the UI.

Public function Const

const FScene...

 

GetGameViewport()

Returns the game viewport

Public function

FSceneViewpo...

 

GetGameViewport()

Returns the game viewport

Public function Const

TSharedPtr< ...

 

GetGameViewportWidget()

Returns the widget for this viewport

Public function

bool

 

GetIsUsingSoftwareCursorWidgets()

Get whether or not the viewport is currently using software cursor

Public function Virtual Const

bool

 

GetMousePosition

(
    FVector2D& MousePosition
)

Public function

void

 

GetPixelSizeOfScreen

(
    float& Width,
    float& Height,
    UCanvas* Canvas,
    int32 LocalPlayerIndex
)

Get the total pixel size of the screen.

Public function Const

TSharedPtr< ...

 

GetSoftwareCursorWidget

(
    EMouseCursor::Type Cursor
)

Get the slate widget of the current software cursor

Public function Virtual

void

 

GetSubtitleRegion

(
    FVector2D& MinPos,
    FVector2D& MaxPos
)

Called before rending subtitles to allow the game viewport to determine the size of the subtitle area

Public function Const

bool

 

GetUseMouseForTouch()

Public function Const

void

 

GetViewportSize

(
    FVector2D& ViewportSize
)

Retrieve the size of the main viewport.

Public function

TSharedPtr< ...

 

GetWindow()

Returns access to this viewport's Slate window

Public function

bool

 

HandleBugScreenshotCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleBugScreenshotwithHUDInfoCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDisplayAllCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDisplayAllLocationCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDisplayAllRotationCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDisplayClearCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDisplayCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleForceFullscreenCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Exec command handlers

Public function

bool

 

HandleForceSkelLODCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleGetAllLocationCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleGetAllRotationCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleHighresScreenshotCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleHighresScreenshotUICommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleKillParticlesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleNextViewModeCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandlePauseRenderClockCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandlePreCacheCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandlePrevViewModeCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleScreenshotCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleSetResCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleShowCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleShowLayerCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleTextureDefragCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleToggleFullscreenCommand()

Public function

bool

 

HandleToggleMIPFadeCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleViewModeCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Protected function Const

bool

 

HasAudioFocus()

Public function

bool

 

HasBottomSafeZone

(
    int32 LocalPlayerIndex
)

Whether the player at LocalPlayerIndex's viewport has a "bottom of viewport" safezone or not.

Public function

bool

 

HasLeftSafeZone

(
    int32 LocalPlayerIndex
)

Whether the player at LocalPlayerIndex's viewport has a "left of viewport" safezone or not.

Public function

bool

 

HasRightSafeZone

(
    int32 LocalPlayerIndex
)

Whether the player at LocalPlayerIndex's viewport has a "right of viewport" safezone or not.

Public function Const

bool

 

HasSoftwareCursor

(
    EMouseCursor::Type Cursor
)

Does the viewport client have a software cursor set up for the given enum?

Public function

bool

 

HasTopSafeZone

(
    int32 LocalPlayerIndex
)

Whether the player at LocalPlayerIndex's viewport has a "top of viewport" safezone or not.

Public function Virtual

void

 

Init

(
    FWorldContext& WorldContext,
    UGameInstance* OwningGameInsta...,
    bool bCreateNewAudioDevice
)

Public function Const

bool

 

IsExclusiveFullscreenViewport()

Public function Const

bool

 

IsFullScreenViewport()

Public function Const

bool

 

IsSimulateInEditorViewport()

Public function Const

bool

 

IsSplitscreenForceDisabled()

Determines whether splitscreen is forced to be turned off

Public function Virtual

void

 

LayoutPlayers()

Called before rendering to allow the game viewport to allocate subregions to players.

Public function Virtual

void

 

NotifyPlayerAdded

(
    int32 PlayerIndex,
    ULocalPlayer* AddedPlayer
)

Notifies all interactions that a new player has been added to the list of active players.

Public function Virtual

void

 

NotifyPlayerRemoved

(
    int32 PlayerIndex,
    ULocalPlayer* RemovedPlayer
)

Notifies all interactions that a new player has been added to the list of active players.

Public function

FSimpleMulti...

 

OnBeginDraw()

Accessor for the delegate called when the engine starts drawing a game viewport.

Public function

FOnCloseRequ...

 

OnCloseRequested()

Accessor for the delegate called when a viewport is asked to close.

Public function

FSimpleMulti...

 

OnDrawn()

Accessor for the delegate called when the game viewport is drawn, before drawing the console.

Public function

FSimpleMulti...

 

OnEndDraw()

Accessor for the delegate called when the engine finishes drawing a game viewport.

Public function

FOnGameViewp...

 

OnGameViewportInputKey()

Accessor for delegate called when a game viewport received input key

Public function

FOnInputAxis...

 

OnInputAxis()

Fetches OnInputAxisEvent reference

Public function

FOnInputKeyS...

 

OnInputKey()

Fetches OnInputKeyEvent reference

Public function

FCustomNavig...

 

OnNavigationOverride()

Set an override handler for navigation.

Public function

FOnGameViewp...

 

OnPlayerAdded()

Accessor for the delegate called when a player is added to the game viewport.

Public function

FOnGameViewp...

 

OnPlayerRemoved()

Accessor for the delegate called when a player is removed from the game viewport.

Public function Static

FOnScreensho...

 

OnScreenshotCaptured()

Accessor for delegate called when a screenshot is captured

Public function

FOnGameViewp...

 

OnTick()

Accessor for the delegate called when ticking the game viewport.

Public function

FOnToggleFul...

 

OnToggleFullscreen()

Accessor for delegate called when the engine toggles fullscreen

Public function Static

FSimpleMulti...

 

OnViewportCreated()

Accessor for the delegate called when the game viewport is created.

Public function Static

FOnViewportR...

 

OnViewportRendered()

Accessor for delegate called when a viewport is rendered

Public function

FOnWindowClo...

 

OnWindowCloseRequested()

Accessor for the delegate called when the window owning the viewport is asked to close.

Public function Virtual

void

 

PeekNetworkFailureMessages

(
    UWorld* InWorld,
    UNetDriver* NetDriver,
    enum ENetworkFailure::Type FailureT...,
    const FString& ErrorString
)

Notification of network error messages generally not expected to handle the failure here, but provide notification to the user

Public function Virtual

void

 

PeekTravelFailureMessages

(
    UWorld* InWorld,
    enum ETravelFailure::Type FailureTy...,
    const FString& ErrorString
)

Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) generally not expected to handle the failure here, but provide notification to the user

Public function Virtual

void

 

PostRender

(
    UCanvas* Canvas
)

Called after rendering the player views and HUDs to render menus, the console, etc.

Public function

void

 

RebuildCursors()

Recreates cursor widgets from UISettings class.

Public function

void

 

RemoveAllViewportWidgets()

This function removes all widgets from the viewport overlay

Public function Virtual

void

 

RemoveViewportWidgetContent

(
    TSharedRef< class SWidget > Viewpor...
)

Removes a previously-added widget from the Slate viewport

Public function Virtual

void

 

RemoveViewportWidgetForPlayer

(
    ULocalPlayer* Player,
    TSharedRef< SWidget > ViewportConte...
)

Removes a previously-added widget from the Slate viewport, in the player's section.

Public function Virtual

void

 

SetConsoleTarget

(
    int32 PlayerIndex
)

Sets the player which console commands will be executed in the context of.

Protected function

void

 

SetCurrentBufferVisualizationMode

(
    FName NewBufferVisualizationMode
)

Public function Virtual

void

 

SetDropDetail

(
    float DeltaSeconds
)

Sets bDropDetail and other per-frame detail level flags on the current WorldSettings

Public function

void

 

SetForceDisableSplitscreen

(
    const bool bDisabled
)

Allows game code to disable splitscreen (useful when in menus)

Public function

void

 

SetGameLayerManager

(
    TSharedPtr< IGameLayerManager > Lay...
)

Assigns the viewport game layer manager for this viewport client.

Public function

bool

 

SetHardwareCursor

(
    EMouseCursor::Type CursorShape,
    FName GameContentPath,
    FVector2D HotSpot
)

Public function

void

 

SetHideCursorDuringCapture

(
    bool InHideCursorDuringCapture
)

Sets whether or not the cursor is hidden when the viewport captures the mouse

Public function

void

 

SetIgnoreInput

(
    bool Ignore
)

Set whether to ignore input.

Public function

void

 

SetMouseCaptureMode

(
    EMouseCaptureMode Mode
)

Set the mouse capture behavior for the viewport.

Public function

void

 

SetMouseLockMode

(
    EMouseLockMode InMouseLockMode
)

Sets the current mouse cursor lock mode when the viewport is clicked

Public function

void

 

SetSuppressTransitionMessage

(
    bool bSuppress
)

Controls suppression of the blue transition text messages

Public function Virtual

ULocalPlayer...

 

SetupInitialLocalPlayer

(
    FString& OutError
)

Initialize the game viewport.

Public function

void

 

SetUseSoftwareCursorWidgets

(
    bool bInUseSoftwareCursorWidgets
)

Sets whether or not the software cursor widgets are used.

Public function Virtual

void

 

SetViewport

(
    FViewport* InViewportFrame
)

Set this GameViewportClient's viewport to the viewport specified

Public function Virtual

void

 

SetViewportFrame

(
    FViewportFrame* InViewportFram...
)

Set this GameViewportClient's viewport and viewport frame to the viewport specified

Public function

void

 

SetViewportOverlayWidget

(
    TSharedPtr< SWindow > InWindow,
    TSharedRef< SOverlay > InViewportOv...
)

Assigns the viewport overlay widget to use for this viewport client.

Public function

void

 

SetVirtualCursorWidget

(
    EMouseCursor::Type Cursor,
    UUserWidget* Widget
)

Public function Const

bool

 

ShouldForceFullscreenViewport()

Determine whether a fullscreen viewport should be used in cases where there are multiple players.

Public function Virtual

void

 

SSSwapControllers()

Rotates controller ids among gameplayers, useful for testing splitscreen with only one controller.

Public function Virtual

void

 

Tick

(
    float DeltaTime
)

Called every frame to allow the game viewport to update time based state.

Public function

bool

 

TryToggleFullscreenOnInputKey

(
    FKey Key,
    EInputEvent EventType
)

Gives the game's custom viewport client a way to handle F11 or Alt+Enter before processing the input

Public function Virtual

void

 

UpdateActiveSplitscreenType()

Sets the value of ActiveSplitscreenConfiguration based on the desired split-screen layout type, current number of players, and any other factors that might affect the way the screen should be laid out.

Protected function

void

 

UpdateCsvCameraStats

(
    const TMap< ULocalPlayer*, FSc...
)

Updates CSVProfiler camera stats

Public function Virtual

void

 

VerifyPathRenderingComponents()

Make sure all navigation objects have appropriate path rendering components set.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Overridden from FCommonViewportClient

Name Description

Protected function Virtual Const

float

 

UpdateViewportClientWindowDPIScale()

FCommonViewportClient interface

Overridden from FViewportClient

Name Description

Public function Virtual

void

 

Activated

(
    FViewport* InViewport,
    const FWindowActivateEvent& InActi...
)

Public function Virtual

bool

 

CaptureMouseOnLaunch()

Gets whether or not the viewport captures the Mouse on launch of the application Technically this controls capture on the first window activate, so in situations where the application is launched but isn't activated the effect is delayed until activation.

Public function Virtual

void

 

CloseRequested

(
    FViewport* Viewport
)

Public function Virtual

void

 

Deactivated

(
    FViewport* InViewport,
    const FWindowActivateEvent& InActi...
)

Public function Virtual

void

 

Draw

(
    FViewport* Viewport,
    FCanvas* SceneCanvas
)

Public function Virtual

EMouseCursor...

 

GetCursor

(
    FViewport* Viewport,
    int32 X,
    int32 Y
)

Retrieves the cursor that should be displayed by the OS

Public function Virtual Const

const TArray...

 

GetEnabledStats()

Get a ptr to the enabled stats list

Public function Virtual

FEngineShowF...

 

GetEngineShowFlags()

Return the engine show flags for this viewport

Public function Virtual Const

EMouseCaptur...

 

GetMouseCaptureMode()

Gets the mouse capture behavior when the viewport is clicked

Public function Virtual Const

FStatHitches...

 

GetStatHitchesData()

Get a ptr to the stat unit data for this viewport

Public function Virtual Const

FStatUnitDat...

 

GetStatUnitData()

Get a ptr to the stat unit data for this viewport

Public function Virtual Const

UWorld *

 

GetWorld()

Returns a relative world context for this viewport.

Public function Virtual

bool

 

HandleNavigation

(
    const uint32 InUserIndex,
    TSharedPtr< SWidget > InDestination
)

Optionally do custom handling of a navigation.

Public function Virtual Const

bool

 

HideCursorDuringCapture()

Gets whether or not the cursor is hidden when the viewport captures the mouse

Public function Virtual

bool

 

IgnoreInput()

Check whether we should ignore input.

Public function Virtual

bool

 

InputAxis

(
    FViewport* Viewport,
    int32 ControllerId,
    FKey Key,
    float Delta,
    float DeltaTime,
    int32 NumSamples,
    bool bGamepad
)

Check an axis movement received by the viewport.

Public function Virtual

bool

 

InputChar

(
    FViewport* Viewport,
    int32 ControllerId,
    TCHAR Character
)

Check a character input received by the viewport.

Public function Virtual

bool

 

InputKey

(
    const FInputKeyEventArgs& EventArg...
)

Check a key event received by the viewport.

Public function Virtual

bool

 

InputMotion

(
    FViewport* Viewport,
    int32 ControllerId,
    const FVector& Tilt,
    const FVector& RotationRate,
    const FVector& Gravity,
    const FVector& Acceleration
)

Each frame, the input system will update the motion data.

Public function Virtual

bool

 

InputTouch

(
    FViewport* Viewport,
    int32 ControllerId,
    uint32 Handle,
    ETouchType::Type Type,
    const FVector2D& TouchLocation,
    float Force,
    FDateTime DeviceTimestamp,
    uint32 TouchpadIndex
)

Check a key event received by the viewport.

Public function Virtual

bool

 

IsFocused

(
    FViewport* Viewport
)

Public function Virtual

bool

 

IsInPermanentCapture()

Public function Virtual Const

bool

 

IsOrtho()

Returns true if this viewport is orthogonal.

Public function Virtual Const

bool

 

IsStatEnabled

(
    const FString& InName
)

Check whether a specific stat is enabled for this viewport

Public function Virtual

bool

 

LockDuringCapture()

Gets whether or not the cursor is locked to the viewport when the viewport captures the mouse

Public function Virtual

void

 

LostFocus

(
    FViewport* Viewport
)

Public function Virtual

TOptional< T...

 

MapCursor

(
    FViewport* Viewport,
    const FCursorReply& CursorReply
)

Called to map a cursor reply to an actual widget to render.

Public function Virtual

void

 

MouseEnter

(
    FViewport* Viewport,
    int32 x,
    int32 y
)

Public function Virtual

void

 

MouseLeave

(
    FViewport* Viewport
)

Public function Virtual Const

FPopupMethod...

 

OnQueryPopupMethod()

Should we make new windows for popups or create an overlay in the current window.

Public function Virtual

void

 

Precache()

Public function Virtual

bool

 

ProcessScreenShots

(
    FViewport* Viewport
)

Public function Virtual Const

TOptional< b...

 

QueryShowFocus

(
    const EFocusCause InFocusCause
)

Called to determine if we should render the focus brush.

Public function Virtual

void

 

ReceivedFocus

(
    FViewport* Viewport
)

Public function Virtual

void

 

RedrawRequested

(
    FViewport* InViewport
)

Public function Virtual

bool

 

RequiresHitProxyStorage()

Public function Virtual Const

bool

 

RequiresUncapturedAxisInput()

Determines whether this viewport client should receive calls to InputAxis() if the game's window is not currently capturing the mouse.

Public function Virtual

void

 

SetEnabledStats

(
    const TArray< FString >& InEnabled...
)

Sets all the stats that should be enabled for the viewport

Public function Virtual

void

 

SetIsSimulateInEditorViewport

(
    bool bInIsSimulateInEditorViewport
)

Public function Virtual

bool

 

ShouldAlwaysLockMouse()

Gets whether or not the cursor should always be locked to the viewport

Public function Virtual Const

bool

 

ShouldDPIScaleSceneCanvas()

FViewport interface

Public function Virtual

bool

 

WindowCloseRequested()

Called when the top level window associated with the viewport has been requested to close.

Overridden from FExec

Name Description

Public function Virtual

bool

 

Exec

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Exec handler

Constants

Name

Description

CreatedDelegate

Delegate called when the game viewport is created.

EnabledStats

A list of all the stat names which are enabled for this viewport (static so they persist between runs)

ScreenshotCapturedDelegate

Delegate called at the end of the frame when a screenshot is captured

ViewportRenderedDelegate

Delegate called right after the viewport is rendered

Deprecated Variables

Name Description

Public variable

uint32: 1

 

bShowTitleSafeZone

Use the cvar "r.DebugSafeZone.Mode=1".

Deprecated Functions

Name Description

Public function Const

bool

 

GetDisableSplitscreenOverride()

GetDisableSplitscreenOverride is deprecated. Please call UGameViewportClient::IsSplitscreenForceDisabled() instead.

Public function Virtual

bool

 

InputKey

(
    FViewport* InViewport,
    int32 ControllerId,
    FKey Key,
    EInputEvent Event,
    float AmountDepressed,
    bool bGamepad
)

Use the new InputKey(const FInputKeyEventArgs& EventArgs) function.

Public function

void

 

SetCaptureMouseOnClick

(
    EMouseCaptureMode Mode
)

Please call UGameViewportClient::SetMouseCaptureMode(EMouseCaptureMode) instead.

Public function

void

 

SetDisableSplitscreenOverride

(
    const bool bDisabled
)

SetDisableSplitscreenOverride is deprecated. Please call UGameViewportClient::SetForceDisableSplitscreen(bDisabled) instead.

Public function

void

 

SetLockDuringCapture

(
    bool InLockDuringCapture
)

Mouse locking is now controlled by an enum value. Please call UGameViewportClient::SetMouseLockMode(EMouseLockMode) instead.

Public function Virtual

void

 

ShowTitleSafeArea()

Use the cvar "r.DebugSafeZone.Mode=1".

See Also

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