unreal.CommonRotator

class unreal.CommonRotator(outer=None, name='None')

Bases: unreal.CommonButtonBase

A simple widget that shows a sliding bar with a handle that allows you to control the value between 0..1.

  • No Children

C++ Source:

  • Plugin: CommonUI

  • Module: CommonUI

  • File: CommonRotator.h

Editor Properties: (see get_editor_property/set_editor_property)

  • accessible_behavior (SlateAccessibleBehavior): [Read-Write] Whether or not the widget is accessible, and how to describe it. If set to custom, additional customization options will appear.

  • accessible_summary_behavior (SlateAccessibleBehavior): [Read-Write] How to describe this widget when it’s being presented through a summary of a parent widget. If set to custom, additional customization options will appear.

  • accessible_summary_text (Text): [Read-Write] When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget.

  • accessible_text (Text): [Read-Write] When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget.

  • apply_alpha_on_disable (bool): [Read-Write] The type of mouse action required by the user to trigger the button’s ‘Click’

  • can_children_be_accessible (bool): [Read-Write] Whether or not children of this widget can appear as distinct accessible widgets.

  • click_method (ButtonClickMethod): [Read-Write] The type of mouse action required by the user to trigger the button’s ‘Click’

  • clipping (WidgetClipping): [Read-Write] Controls how the clipping behavior of this widget. Normally content that overflows the bounds of the widget continues rendering. Enabling clipping prevents that overflowing content from being seen.

    NOTE: Elements in different clipping spaces can not be batched together, and so there is a performance cost to clipping. Do not enable clipping unless a panel actually needs to prevent content from showing up outside its bounds.

  • color_and_opacity (LinearColor): [Read-Write] The color and opacity of this widget. Tints all child widgets.

  • consume_pointer_input (bool): [Read-Write] Set this to true if you don’t want any pointer (mouse and touch) input to bubble past this widget

  • cursor (MouseCursor): [Read-Write] The cursor to show when the mouse is over the widget

  • display_input_action_when_not_interactable (bool): [Read-Write] True if the input action should be displayed when the button is not interactable

  • flow_direction_preference (FlowDirectionPreference): [Read-Write] Allows you to set a new flow direction

  • foreground_color (SlateColor): [Read-Write] The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.

  • hide_input_action (bool): [Read-Write] Whether to hide the input action widget at all times (useful for textless small buttons)

  • hide_input_action_with_keyboard (bool): [Read-Write] True if the input action should be hidden while the user is using a keyboard

  • hovered_slate_sound_override (SlateSound): [Read-Write] Optional override for the sound to play when this button is hovered

  • input_action_widget (CommonActionWidget): [Read-Write] Optionally bound widget for visualization behavior of an input action; NOTE: If specified, will visualize according to the following algorithm: If TriggeringInputAction is specified, visualize it else: If TriggeredInputAction is specified, visualize it else: Visualize the default click action while hovered

  • input_mode_override (CommonInputMode): [Read-Write] Set this to Game for special cases where an input action needs to be set for an in-game button.

  • input_priority (int32): [Read-Write] This is the priority for the TriggeringInputAction. The first, HIGHEST PRIORITY widget will handle the input action, and no other widgets will be considered. Additionally, no inputs with a priority below the current ActivatablePanel’s Input Priority value will even be considered!

  • interactable_when_selected (bool): [Read-Write] If true, the button may be clicked while selected. Otherwise, interaction is disabled in the selected state.

  • is_enabled (bool): [Read-Write] Sets whether this widget can be modified interactively by the user

  • is_focusable (bool): [Read-Write] Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.

  • is_persistent_binding (bool): [Read-Write] DANGER! Be very, very careful with this. Unless you absolutely know what you’re doing, this is not the property you’re looking for.

    True to register the action bound to this button as a “persistent” binding. False (default) will register a standard activation-based binding. A persistent binding ignores the standard ruleset for UI input routing - the binding will be live immediately upon construction of the button.

  • is_volatile (bool): [Read-Write] If true prevents the widget or its child’s geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything.

  • min_height (int32): [Read-Write] The minimum height of the button (only used if greater than the style’s minimum)

  • min_width (int32): [Read-Write] The minimum width of the button (only used if greater than the style’s minimum)

  • my_text (CommonTextBlock): [Read-Write] The displayed text

  • navigation (WidgetNavigation): [Read-Write] The navigation object for this widget is optionally created if the user has configured custom navigation rules for this widget in the widget designer. Those rules determine how navigation transitions can occur between widgets.

  • on_button_base_clicked (CommonButtonBaseClicked): [Read-Write] On Button Base Clicked

  • on_button_base_double_clicked (CommonButtonBaseClicked): [Read-Write] On Button Base Double Clicked

  • on_button_base_hovered (CommonButtonBaseClicked): [Read-Write] On Button Base Hovered

  • on_button_base_unhovered (CommonButtonBaseClicked): [Read-Write] On Button Base Unhovered

  • on_rotated (OnRotated): [Read-Write] Called when the Selected state of this button changes

  • on_selected_changed_base (CommonSelectedStateChangedBase): [Read-Write] On Selected Changed Base

  • on_visibility_changed (OnVisibilityChangedEvent): [Read-Write] Called when the visibility has changed

  • override_accessible_defaults (bool): [Read-Write] Override all of the default accessibility behavior and text for this widget.

  • override_cursor (bool): [Read-Write] Override Cursor

  • padding (Margin): [Read-Write] The padding area around the content.

  • press_method (ButtonPressMethod): [Read-Write] Press Method

  • pressed_slate_sound_override (SlateSound): [Read-Write] Optional override for the sound to play when this button is pressed

  • preview_background (Texture2D): [Read-Write] A preview background that you can use when designing the UI to get a sense of scale on the screen. Use a texture with a screenshot of your game in it, for example if you were designing a HUD.

  • priority (int32): [Read-Write] Priority

  • render_opacity (float): [Read-Write] The opacity of the widget

  • render_transform (WidgetTransform): [Read-Write] The render transform of the widget allows for arbitrary 2D transforms to be applied to the widget.

  • render_transform_pivot (Vector2D): [Read-Write] The render transform pivot controls the location about which transforms are applied. This value is a normalized coordinate about which things like rotations will occur.

  • selectable (bool): [Read-Write] True if the button supports being in a “selected” state, which will update the style accordingly

  • should_select_upon_receiving_focus (bool): [Read-Write] If true, the button will be selected when it receives focus.

  • should_use_fallback_default_input_action (bool): [Read-Write] True if this button should use the default fallback input action (bool is useful for buttons that shouldn’t because they are never directly hit via controller)

  • slot (PanelSlot): [Read-Write] The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget.

  • stop_action (bool): [Read-Write] Stop Action

  • style (type(Class)): [Read-Write] References the button style asset that defines a style in multiple sizes

  • tick_frequency (WidgetTickFrequency): [Read-Write] This widget is allowed to tick. If this is unchecked tick will never be called, animations will not play correctly, and latent actions will not execute. Uncheck this for performance reasons only

  • toggleable (bool): [Read-Write] True if the button can be deselected by clicking it when selected

  • tool_tip_text (Text): [Read-Write] Tooltip text to show when the user hovers over the widget with the mouse

  • tool_tip_widget (Widget): [Read-Only] Tooltip widget to show when the user hovers over the widget with the mouse

  • touch_method (ButtonTouchMethod): [Read-Write] Touch Method

  • triggering_input_action (DataTableRowHandle): [Read-Write] The input action that is bound to this button. The common input manager will trigger this button to click if the action was pressed

  • visibility (SlateVisibility): [Read-Write] The visibility of the widget

bp_on_option_selected(index)None

BP on Option Selected

Parameters

index (int32) –

bp_on_options_populated(count)None

BP on Options Populated

Parameters

count (int32) –

get_selected_index()int32

Gets the current selected index

Returns

Return type

int32

get_selected_text()Text

Gets the current text value of the slider.

Returns

Return type

Text

property my_text

[Read-Only] The displayed text

Type

(CommonTextBlock)

property on_rotated

[Read-Write] Called when the Selected state of this button changes

Type

(OnRotated)

populate_text_labels(labels)None

Set the array of texts available

Parameters

labels (Array(Text)) –

set_selected_item(value)None

Sets the current value of the slider.

Parameters

value (int32) –

shift_text_left()None

Shift the current text left.

shift_text_right()None

Shift the current text right.