AFullScreenUserWidgetActor

Widgets are first rendered to a render target, then that render target is displayed in the world.

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

AInfo

AFullScreenUserWidgetActor

References

Module

VPUtilities

Header

/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilities/Public/VPFullScreenUserWidgetActor.h

Include

#include "VPFullScreenUserWidgetActor.h"

Syntax

UCLASS(Blueprintable, ClassGroup="UserInterface",
       HideCategories=(Actor, Input, Movement, Collision, Rendering, Transformation, LOD),
       ShowCategories=("Input|MouseInput", "Input|TouchInput"))
class AFullScreenUserWidgetActor : public AInfo

Remarks

Widgets are first rendered to a render target, then that render target is displayed in the world.

Variables

Name Description

Protected variable

bool

 

bEditorDisplayRequested

Display requested and will be executed on the first frame because we can't call BP function in the loading phase

Protected variable UProperty Category, Meta instanced, noclear, visibleanywhere

UVPFullScreenUs...

 

ScreenUserWidget

Constructors

Name Description

Public function

AFullScreenUserWidgetActor

(
    const FObjectInitializer& ObjectIn...
)

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

void

 

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.

Public function Virtual

void

 

PostInitializeComponents()

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Public function Virtual Const

bool

 

ShouldTickIfViewportsOnly()

If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.