unreal.VREditorFloatingUICreationContext

class unreal.VREditorFloatingUICreationContext(widget_class=None, panel_id='None', parent_actor=None, panel_spawn_offset=[[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], panel_size=[0.0, 0.0], panel_mesh=None, editor_ui_size=0.0, hide_window_handles=False, mask_out_widget_background=False, no_close_button=False)

Bases: unreal.StructBase

Creation parameters for AVREditorFloatingUI

C++ Source:

  • Module: VREditor

  • File: VREditorFloatingUI.h

Editor Properties: (see get_editor_property/set_editor_property)

  • editor_ui_size (float): [Read-Write] Editor UISize: Optional override for “VREd.EditorUISize”. Leave at 0 for default.

  • hide_window_handles (bool): [Read-Write] Hide Window Handles: Turn off handles under window? (X-To-Close, movement bar…)

  • mask_out_widget_background (bool): [Read-Write] Mask Out Widget Background: Turn off the widget’s background to create a see-through look.

  • no_close_button (bool): [Read-Write] No Close Button: If bHideWindowHandles is false, this window doesn’t have a close button. (

  • panel_id (Name): [Read-Write] Panel ID: ID that the UI system will use to identify the panel. MUST BE UNIQUE!

  • panel_mesh (StaticMesh): [Read-Write] Panel Mesh: Optional custom mesh to use for the VR window.

  • panel_size (Vector2D): [Read-Write] Panel Size: Panel size. Should match the size of the UMG passed in.

  • panel_spawn_offset (Transform): [Read-Write] Panel Spawn Offset: Optional offset from HMD where the window opens. Pass FTransform::Identity for default logic - window will open at controller location.

  • parent_actor (Actor): [Read-Write] Parent Actor

  • widget_class (type(Class)): [Read-Write] Widget Class: Widget to open in the VR window. null to close an open window (if if matches the PanelID)

property editor_ui_size

[Read-Write] Editor UISize: Optional override for “VREd.EditorUISize”. Leave at 0 for default.

Type

(float)

property hide_window_handles

[Read-Write] Hide Window Handles: Turn off handles under window? (X-To-Close, movement bar…)

Type

(bool)

property mask_out_widget_background

[Read-Write] Mask Out Widget Background: Turn off the widget’s background to create a see-through look.

Type

(bool)

property no_close_button

[Read-Write] No Close Button: If bHideWindowHandles is false, this window doesn’t have a close button. (

Type

(bool)

property panel_id

[Read-Write] Panel ID: ID that the UI system will use to identify the panel. MUST BE UNIQUE!

Type

(Name)

property panel_mesh

[Read-Write] Panel Mesh: Optional custom mesh to use for the VR window.

Type

(StaticMesh)

property panel_size

[Read-Write] Panel Size: Panel size. Should match the size of the UMG passed in.

Type

(Vector2D)

property panel_spawn_offset

[Read-Write] Panel Spawn Offset: Optional offset from HMD where the window opens. Pass FTransform::Identity for default logic - window will open at controller location.

Type

(Transform)

property parent_actor

[Read-Write] Parent Actor

Type

(Actor)

property widget_class

[Read-Write] Widget Class: Widget to open in the VR window. null to close an open window (if if matches the PanelID)

Type

(type(Class))