unreal.LevelSequenceBurnIn
¶
- class unreal.LevelSequenceBurnIn(outer=None, name='None')¶
Bases:
unreal.UserWidget
Base class for level sequence burn ins
C++ Source:
Module: LevelSequence
File: LevelSequenceBurnIn.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.can_children_be_accessible
(bool): [Read-Write] Can Children be Accessible: Whether or not children of this widget can appear as distinct accessible widgets.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.cursor
(MouseCursor): [Read-Write] Cursor: The cursor to show when the mouse is over the widgetflow_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.frame_information
(LevelSequencePlayerSnapshot): [Read-Write] Frame Information: Snapshot of frame information.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_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.level_sequence_actor
(LevelSequenceActor): [Read-Write] Level Sequence Actor: The actor to get our burn in frames fromnavigation
(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_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.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] 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.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 Actiontick_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 onlytool_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 mousevisibility
(SlateVisibility): [Read-Write] Visibility: The visibility of the widget
- property frame_information¶
[Read-Only] Frame Information: Snapshot of frame information.
- Type
- property level_sequence_actor¶
[Read-Only] Level Sequence Actor: The actor to get our burn in frames from
- Type