unreal.CommonRotator
¶
- class unreal.CommonRotator(outer=None, name='None')¶
Bases:
unreal.CommonButtonBase
A button that can rotate between given text labels.
C++ Source:
Plugin: CommonUI
Module: CommonUI
File: CommonRotator.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 widgetcursor
(MouseCursor): [Read-Write] Cursor: The cursor to show when the mouse is over the widgetdisplay_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 interactableflow_direction_preference
(FlowDirectionPreference): [Read-Write] Flow Direction Preference: Allows you to set a new flow directionforeground_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 keyboardhovered_slate_sound_override
(SlateSound): [Read-Write] Hovered Slate Sound Override: Optional override for the sound to play when this button is hoveredinput_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 hoveredinput_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 useris_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)my_text
(CommonTextBlock): [Read-Write] My Text: The displayed textnavigation
(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 Clickedon_button_base_double_clicked
(CommonButtonBaseClicked): [Read-Write] On Button Base Double Clickedon_button_base_hovered
(CommonButtonBaseClicked): [Read-Write] On Button Base Hoveredon_button_base_unhovered
(CommonButtonBaseClicked): [Read-Write] On Button Base Unhoveredon_rotated
(OnRotated): [Read-Write] On Rotated: Called when the Selected state of this button changeson_selected_changed_base
(CommonSelectedStateChangedBase): [Read-Write] On Selected Changed Baseon_visibility_changed
(OnVisibilityChangedEvent): [Read-Write] On Visibility Changed: Called when the visibility has changedoverride_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 Cursorpadding
(Margin): [Read-Write] Padding: The padding area around the content.press_method
(ButtonPressMethod): [Read-Write] Press Methodpressed_slate_sound_override
(SlateSound): [Read-Write] Pressed Slate Sound Override: Optional override for the sound to play when this button is pressedpreview_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] Priorityrender_opacity
(float): [Read-Write] Render Opacity: The opacity of the widgetrender_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 accordinglyshould_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 Actionstyle
(type(Class)): [Read-Write] Style: References the button style asset that defines a style in multiple sizestick_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 onlytoggleable
(bool): [Read-Write] Toggleable: True if the button can be deselected by clicking it when selectedtool_tip_text
(Text): [Read-Write] Tool Tip Text: Tooltip text to show when the user hovers over the widget with the mousetool_tip_widget
(Widget): [Read-Only] Tool Tip Widget: Tooltip widget to show when the user hovers over the widget with the mousetouch_method
(ButtonTouchMethod): [Read-Write] Touch Methodtriggering_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 pressedvisibility
(SlateVisibility): [Read-Write] Visibility: The visibility of the widget
- get_selected_index() int32 ¶
Gets the current selected index
- Return type
int32
- property my_text¶
[Read-Only] My Text: The displayed text
- Type
- property on_rotated¶
[Read-Write] On Rotated: Called when the Selected state of this button changes
- Type