unreal.MenuAnchor

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

Bases: unreal.ContentWidget

The Menu Anchor allows you to specify an location that a popup menu should be anchored to, and should be summoned from. * Single Child * Popup

C++ Source:

  • Module: UMG

  • File: MenuAnchor.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.

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

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

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

  • 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.

  • menu_class (type(Class)): [Read-Write] Menu Class: The widget class to spawn when the menu is required. Creates the widget freshly each time. If you want to customize the creation of the popup, you should bind a function to OnGetMenuContentEvent instead.

  • 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_get_menu_content_event (GetWidget): [Read-Write] On Get Menu Content Event

  • on_get_user_menu_content_event (GetUserWidget): [Read-Write] On Get User Menu Content Event: Called when the menu content is requested to allow a more customized handling over what to display

  • on_menu_open_changed (OnMenuOpenChangedEvent): [Read-Write] On Menu Open Changed: Called when the opened state of the menu changes

  • 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

  • placement (MenuPlacement): [Read-Write] Placement: The placement location of the summoned widget.

  • 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.

  • should_defer_painting_after_window_content (bool): [Read-Write] Should Defer Painting After Window Content

  • should_fit_in_window (bool): [Read-Write] Fit in Window: Should the menu anchor attempt to fit the menu inside the window.

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

  • 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

  • use_application_menu_stack (bool): [Read-Write] Use Application Menu Stack: Does this menu behave like a normal stacked menu? Set it to false to control the menu’s lifetime yourself.

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

close() None

Closes the menu if it is currently open.

fit_in_window(fit) None

Fit in Window

Parameters

fit (bool) –

get_menu_position() Vector2D

Returns the current menu position

Return type

Vector2D

has_open_sub_menus() bool

Returns whether this menu has open submenus

Return type

bool

is_open() bool

Returns true if the popup is open; false otherwise.

Return type

bool

property menu_class

[Read-Only] Menu Class: The widget class to spawn when the menu is required. Creates the widget freshly each time. If you want to customize the creation of the popup, you should bind a function to OnGetMenuContentEvent instead.

Type

(type(Class))

property on_menu_open_changed

[Read-Write] On Menu Open Changed: Called when the opened state of the menu changes

Type

(OnMenuOpenChangedEvent)

open(focus_menu) None

Opens the menu if it is not already open

Parameters

focus_menu (bool) –

property placement

[Read-Only] Placement: The placement location of the summoned widget.

Type

(MenuPlacement)

set_placement(placement) None

TODO UMG Add Set MenuClass

Parameters

placement (MenuPlacement) –

property should_defer_painting_after_window_content

[Read-Only] Should Defer Painting After Window Content

Type

(bool)

property should_fit_in_window

[Read-Only] Fit in Window: Should the menu anchor attempt to fit the menu inside the window.

Type

(bool)

should_open_due_to_click() bool

Returns true if we should open the menu due to a click. Sometimes we should not, if the same MouseDownEvent that just closed the menu is about to re-open it because it happens to land on the button.

Return type

bool

toggle_open(focus_on_open) None

Toggles the menus open state.

Parameters

focus_on_open (bool) – Should we focus the popup as soon as it opens?

property use_application_menu_stack

[Read-Only] Use Application Menu Stack: Does this menu behave like a normal stacked menu? Set it to false to control the menu’s lifetime yourself.

Type

(bool)