unreal.CommonButtonBase

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

Bases: unreal.CommonUserWidget

Button that disables itself when not active. Also updates actions for CommonActionWidget if bound to display platform-specific icons.

C++ Source:

  • Plugin: CommonUI

  • Module: CommonUI

  • File: CommonButtonBase.h

Editor Properties: (see get_editor_property/set_editor_property)

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

  • accessible_text (Text): [Read-Write] Accessible Text: 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] Apply Alpha on Disable: The type of mouse action required by the user to trigger the button’s ‘Click’

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

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

  • clipping (WidgetClipping): [Read-Write] Clipping: 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] Color and Opacity: The color and opacity of this widget. Tints all child widgets.

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

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

  • display_in_action_bar (bool): [Read-Write] Display in Action Bar: True to generally display this widget’s actions in the action bar, assuming it has actions.

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

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

  • foreground_color (SlateColor): [Read-Write] Foreground Color: 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] Hide Input Action: Whether to hide the input action widget at all times (useful for textless small buttons)

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

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

  • input_action_widget (CommonActionWidget): [Read-Write] Input Action Widget: 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] Input Mode Override: 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] Input Priority: 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] Interactable when Selected: If true, the button may be clicked while selected. Otherwise, interaction is disabled in the selected state.

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

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

  • is_persistent_binding (bool): [Read-Write] Is Persistent Binding: 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] Is Volatile: 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] Min Height: The minimum height of the button (only used if greater than the style’s minimum)

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

  • navigation (WidgetNavigation): [Read-Write] Navigation: 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_selected_changed_base (CommonSelectedStateChangedBase): [Read-Write] On Selected Changed Base

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

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

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

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

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

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

  • preview_background (Texture2D): [Read-Write] Preview Background: 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] Render Opacity: The opacity of the widget

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

  • render_transform_pivot (Vector2D): [Read-Write] Render Transform Pivot: 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] Selectable: True if the button supports being in a “selected” state, which will update the style accordingly

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

  • should_use_fallback_default_input_action (bool): [Read-Write] Should Use Fallback Default Input Action: 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] Slot: 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] Style: References the button style asset that defines a style in multiple sizes

  • tick_frequency (WidgetTickFrequency): [Read-Write] Tick Frequency: 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] Toggleable: True if the button can be deselected by clicking it when selected

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

  • tool_tip_widget (Widget): [Read-Only] Tool Tip Widget: 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] Triggering Input Action: 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] Visibility: The visibility of the widget

property apply_alpha_on_disable

[Read-Only] Apply Alpha on Disable: The type of mouse action required by the user to trigger the button’s ‘Click’

Type

(bool)

bp_on_clicked() None

BP on Clicked

bp_on_deselected() None

BP on Deselected

bp_on_disabled() None

BP on Disabled

bp_on_double_clicked() None

BP on Double Clicked

bp_on_enabled() None

BP on Enabled

bp_on_hovered() None

BP on Hovered

bp_on_selected() None

BP on Selected

bp_on_unhovered() None

BP on Unhovered

clear_selection() None

Clear Selection

property click_method

[Read-Only] Click Method: The type of mouse action required by the user to trigger the button’s ‘Click’

Type

(ButtonClickMethod)

disable_button_with_reason(disabled_reason) None

Disables this button with a reason (use instead of SetIsEnabled)

Parameters

disabled_reason (Text) –

property display_input_action_when_not_interactable

[Read-Only] Display Input Action when Not Interactable: True if the input action should be displayed when the button is not interactable

Type

(bool)

get_current_button_padding() Margin
Returns

out_button_padding (Margin):

Return type

Margin

get_current_custom_padding() Margin
Returns

out_custom_padding (Margin):

Return type

Margin

get_current_text_style() CommonTextStyle
Returns

The text style that corresponds to the current size and selection state

Return type

CommonTextStyle

get_current_text_style_class()
Returns

The class of the text style that corresponds to the current size and selection state

Return type

type(Class)

get_input_action() DataTableRowHandle or None

Gets the appropriate input action that is set

Returns

input_action_row (DataTableRowHandle):

Return type

DataTableRowHandle or None

get_is_focusable() bool

Gets the bIsFocusable flag

Return type

bool

get_selected() bool
Returns

True if the button is currently in a selected state, False otherwise

Return type

bool

get_should_select_upon_receiving_focus() bool

Get whether the button should become selected upon receiving focus or not

Return type

bool

get_single_material_style_mid() MaterialInstanceDynamic

Returns the dynamic instance of the material being used for this button, if it is using a single material style.

Return type

MaterialInstanceDynamic

get_style() CommonButtonStyle
Returns

Current button style

Return type

CommonButtonStyle

property hide_input_action

[Read-Only] Hide Input Action: Whether to hide the input action widget at all times (useful for textless small buttons)

Type

(bool)

property hide_input_action_with_keyboard

[Read-Only] Hide Input Action with Keyboard: True if the input action should be hidden while the user is using a keyboard

Type

(bool)

property hovered_slate_sound_override

[Read-Only] Hovered Slate Sound Override: Optional override for the sound to play when this button is hovered

Type

(SlateSound)

property input_action_widget

[Read-Only] Input Action Widget: 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

Type

(CommonActionWidget)

property input_priority

[Read-Only] Input Priority: 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!

Type

(int32)

property interactable_when_selected

[Read-Only] Interactable when Selected: If true, the button may be clicked while selected. Otherwise, interaction is disabled in the selected state.

Type

(bool)

is_interaction_enabled() bool

Is this button currently interactable? (use instead of GetIsEnabled)

Return type

bool

is_pressed() bool

Is this button currently pressed?

Return type

bool

property min_height

[Read-Only] Min Height: The minimum height of the button (only used if greater than the style’s minimum)

Type

(int32)

property min_width

[Read-Only] Min Width: The minimum width of the button (only used if greater than the style’s minimum)

Type

(int32)

on_action_complete() None

On Action Complete

on_action_progress(held_percent) None

On Action Progress

Parameters

held_percent (float) –

property on_button_base_clicked

[Read-Write] On Button Base Clicked

Type

(CommonButtonBaseClicked)

property on_button_base_double_clicked

[Read-Write] On Button Base Double Clicked

Type

(CommonButtonBaseClicked)

property on_button_base_hovered

[Read-Write] On Button Base Hovered

Type

(CommonButtonBaseClicked)

property on_button_base_unhovered

[Read-Write] On Button Base Unhovered

Type

(CommonButtonBaseClicked)

on_current_text_style_changed() None

Allows derived classes to take action when the current text style has changed

property on_selected_changed_base

[Read-Write] On Selected Changed Base

Type

(CommonSelectedStateChangedBase)

on_triggered_input_action_changed(new_triggered_action) None

On Triggered Input Action Changed

Parameters

new_triggered_action (DataTableRowHandle) –

property press_method

[Read-Only] Press Method

Type

(ButtonPressMethod)

property pressed_slate_sound_override

[Read-Only] Pressed Slate Sound Override: Optional override for the sound to play when this button is pressed

Type

(SlateSound)

property selectable

[Read-Only] Selectable: True if the button supports being in a “selected” state, which will update the style accordingly

Type

(bool)

set_click_method(click_method) None

Set the click method for mouse interaction

Parameters

click_method (ButtonClickMethod) –

set_hovered_sound_override(sound) None

Set Hovered Sound Override

Parameters

sound (SoundBase) –

set_input_action_progress_material(progress_material_brush, progress_material_param) None

Set Input Action Progress Material

Parameters
  • progress_material_brush (SlateBrush) –

  • progress_material_param (Name) –

set_is_focusable(is_focusable) None

Updates the bIsFocusable flag

Parameters

is_focusable (bool) –

set_is_interactable_when_selected(interactable_when_selected) None

Change whether this widget is selectable at all. If false and currently selected, will deselect.

Parameters

interactable_when_selected (bool) –

set_is_interaction_enabled(is_interaction_enabled) None

Change whether this widget is selectable at all. If false and currently selected, will deselect.

Parameters

is_interaction_enabled (bool) –

set_is_selectable(is_selectable) None

Change whether this widget is selectable at all. If false and currently selected, will deselect.

Parameters

is_selectable (bool) –

set_is_selected(selected, give_click_feedback=True) None

Change the selected state manually.

Parameters
  • selected (bool) –

  • give_click_feedback (bool) – If true, the button may give user feedback as if it were clicked. IE: Play a click sound, trigger animations as if it were clicked.

set_is_toggleable(is_toggleable) None

Change whether this widget is toggleable. If toggleable, clicking when selected will deselect.

Parameters

is_toggleable (bool) –

set_min_dimensions(min_width, min_height) None

Sets the minimum dimensions of this button

Parameters
  • min_width (int32) –

  • min_height (int32) –

set_press_method(press_method) None

Set the click method for keyboard/gamepad button press interaction

Parameters

press_method (ButtonPressMethod) –

set_pressed_sound_override(sound) None

Set Pressed Sound Override

Parameters

sound (SoundBase) –

set_selected_internal(selected, allow_sound=True, broadcast=True) None

Internal method to allow the selected state to be set regardless of selectability or toggleability

Parameters
  • selected (bool) –

  • allow_sound (bool) –

  • broadcast (bool) –

set_should_select_upon_receiving_focus(should_select_upon_receiving_focus) None

Set whether the button should become selected upon receiving focus or not; Only settable for buttons that are selectable

Parameters

should_select_upon_receiving_focus (bool) –

set_should_use_fallback_default_input_action(should_use_fallback_default_input_action) None

Change whether this widget should use the fallback default input action.

Parameters

should_use_fallback_default_input_action (bool) –

set_style(style=None) None

Sets the style of this button, rebuilds the internal styling

Parameters

style (type(Class)) –

set_touch_method(touch_method) None

Set the click method for touch interaction

Parameters

touch_method (ButtonTouchMethod) –

set_triggered_input_action(input_action_row) None

Updates the current triggered action

Parameters

input_action_row (DataTableRowHandle) –

set_triggering_input_action(input_action_row) None

Updates the current triggering action

Parameters

input_action_row (DataTableRowHandle) –

property should_select_upon_receiving_focus

[Read-Only] Should Select Upon Receiving Focus: If true, the button will be selected when it receives focus.

Type

(bool)

property should_use_fallback_default_input_action

[Read-Only] Should Use Fallback Default Input Action: 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)

Type

(bool)

stop_double_click_propagation() None

Unless this is called, we will assume the double click should be converted into a normal click.

property style

[Read-Only] Style: References the button style asset that defines a style in multiple sizes

Type

(type(Class))

property toggleable

[Read-Only] Toggleable: True if the button can be deselected by clicking it when selected

Type

(bool)

property touch_method

[Read-Only] Touch Method

Type

(ButtonTouchMethod)

property triggering_input_action

[Read-Only] Triggering Input Action: The input action that is bound to this button. The common input manager will trigger this button to click if the action was pressed

Type

(DataTableRowHandle)