unreal.WidgetLibrary

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

Bases: unreal.BlueprintFunctionLibrary

Widget Blueprint Library

C++ Source:

  • Module: UMG

  • File: WidgetBlueprintLibrary.h

classmethod cancel_drag_drop() None

Cancels any current drag drop operation.

classmethod capture_joystick(reply, capturing_widget, all_joysticks=False) -> (EventReply, reply=EventReply)

Capture Joystick deprecated: Use SetUserFocus() instead

Parameters
Returns

reply (EventReply):

Return type

EventReply

classmethod capture_mouse(reply, capturing_widget) -> (EventReply, reply=EventReply)

Capture Mouse

Parameters
Returns

reply (EventReply):

Return type

EventReply

classmethod clear_user_focus(reply, all_users=False) -> (EventReply, reply=EventReply)

Clear User Focus

Parameters
Returns

reply (EventReply):

Return type

EventReply

classmethod detect_drag(reply, widget_detecting_drag, drag_key) -> (EventReply, reply=EventReply)

Ask Slate to detect if a user starts dragging in this widget later. Slate internally tracks the movement and if it surpasses the drag threshold, Slate will send an OnDragDetected event to the widget.

Parameters
  • reply (EventReply) –

  • widget_detecting_drag (Widget) – Detect dragging in this widget

  • drag_key (Key) – This button should be pressed to detect the drag

Returns

reply (EventReply):

Return type

EventReply

classmethod detect_drag_if_pressed(pointer_event, widget_detecting_drag, drag_key) EventReply

Given the pointer event, emit the DetectDrag reply if the provided key was pressed. If the DragKey is a touch key, that will also automatically work.

Parameters
  • pointer_event (PointerEvent) – The pointer device event coming in.

  • widget_detecting_drag (Widget) – Detect dragging in this widget.

  • drag_key (Key) – This button should be pressed to detect the drag, won’t emit the DetectDrag FEventReply unless this is pressed.

Return type

EventReply

classmethod dismiss_all_menus() None

Closes any popup menu

classmethod draw_box(context, position, size, brush, tint=[0.000000, 0.000000, 0.000000, 0.000000]) PaintContext

Draws a box

Parameters
Returns

context (PaintContext):

Return type

PaintContext

classmethod draw_line(context, position_a, position_b, tint=[0.000000, 0.000000, 0.000000, 0.000000], anti_alias=True, thickness=1.000000) PaintContext

Draws a line.

Parameters
  • context (PaintContext) –

  • position_a (Vector2D) – Starting position of the line in local space.

  • position_b (Vector2D) – Ending position of the line in local space.

  • tint (LinearColor) – Color to render the line.

  • anti_alias (bool) – Whether the line should be antialiased.

  • thickness (float) – How many pixels thick this line should be.

Returns

context (PaintContext):

Return type

PaintContext

classmethod draw_lines(context, points, tint=[0.000000, 0.000000, 0.000000, 0.000000], anti_alias=True, thickness=1.000000) PaintContext

Draws several line segments.

Parameters
  • context (PaintContext) –

  • points (Array(Vector2D)) – Line pairs, each line needs to be 2 separate points in the array.

  • tint (LinearColor) – Color to render the line.

  • anti_alias (bool) – Whether the line should be antialiased.

  • thickness (float) – How many pixels thick this line should be.

Returns

context (PaintContext):

Return type

PaintContext

classmethod draw_text(context, string, position, tint=[0.000000, 0.000000, 0.000000, 0.000000]) PaintContext

Draws text. deprecated: Use Draw Text instead

Parameters
  • context (PaintContext) –

  • string (str) – The string to draw.

  • position (Vector2D) – The starting position where the text is drawn in local space.

  • tint (LinearColor) – Color to render the line.

Returns

context (PaintContext):

Return type

PaintContext

classmethod draw_text_formatted(context, text, position, font, font_size=16, font_type_face='Regular', tint=[0.000000, 0.000000, 0.000000, 0.000000]) PaintContext

Draws text.

Parameters
  • context (PaintContext) –

  • text (Text) – The string to draw.

  • position (Vector2D) – The starting position where the text is drawn in local space.

  • font (Font) –

  • font_size (int32) –

  • font_type_face (Name) –

  • tint (LinearColor) – Color to render the line.

Returns

context (PaintContext):

Return type

PaintContext

classmethod end_drag_drop(reply) -> (EventReply, reply=EventReply)

An event should return FReply::Handled().EndDragDrop() to request that the current drag/drop operation be terminated.

Parameters

reply (EventReply) –

Returns

reply (EventReply):

Return type

EventReply

classmethod get_all_widgets_of_class(world_context_object, widget_class, top_level_only=True)

Find all widgets of a certain class.

Parameters
  • world_context_object (Object) –

  • widget_class (type(Class)) – The widget class to filter by.

  • top_level_only (bool) – Only the widgets that are direct children of the viewport will be returned.

Returns

found_widgets (Array(UserWidget)): The widgets that were found matching the filter.

Return type

Array(UserWidget)

classmethod get_all_widgets_with_interface(world_context_object, interface, top_level_only)

Find all widgets in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.

Parameters
  • world_context_object (Object) –

  • interface (type(Class)) – The interface to find. Must be specified or result array will be empty.

  • top_level_only (bool) – Only the widgets that are direct children of the viewport will be returned.

Returns

found_widgets (Array(UserWidget)): Output array of widgets that implement the specified interface.

Return type

Array(UserWidget)

classmethod get_brush_resource(brush) Object

Gets the resource object on a brush. This could be a UTexture2D or a UMaterialInterface.

Parameters

brush (SlateBrush) –

Return type

Object

classmethod get_brush_resource_as_material(brush) MaterialInterface

Gets the brush resource as a material.

Parameters

brush (SlateBrush) –

Return type

MaterialInterface

classmethod get_brush_resource_as_texture2d(brush) Texture2D

Gets the brush resource as a texture 2D.

Parameters

brush (SlateBrush) –

Return type

Texture2D

classmethod get_drag_dropping_content() DragDropOperation

Returns the drag and drop operation that is currently occurring if any, otherwise nothing.

Return type

DragDropOperation

classmethod get_dynamic_material(brush) -> (MaterialInstanceDynamic, brush=SlateBrush)

Gets the material that allows changes to parameters at runtime. The brush must already have a material assigned to it, if it does it will automatically be converted to a MID.

Parameters

brush (SlateBrush) –

Returns

A material that supports dynamic input from the game.

brush (SlateBrush):

Return type

SlateBrush

classmethod get_input_event_from_character_event(event) InputEvent

Get Input Event from Character Event

Parameters

event (CharacterEvent) –

Return type

InputEvent

classmethod get_input_event_from_key_event(event) InputEvent

Get Input Event from Key Event

Parameters

event (KeyEvent) –

Return type

InputEvent

classmethod get_input_event_from_navigation_event(event) InputEvent

Get Input Event from Navigation Event

Parameters

event (NavigationEvent) –

Return type

InputEvent

classmethod get_input_event_from_pointer_event(event) InputEvent

Get Input Event from Pointer Event

Parameters

event (PointerEvent) –

Return type

InputEvent

classmethod get_key_event_from_analog_input_event(event) KeyEvent

Get Key Event from Analog Input Event

Parameters

event (AnalogInputEvent) –

Return type

KeyEvent

classmethod get_safe_zone_padding(world_context_object) -> (safe_padding=Vector4, safe_padding_scale=Vector2D, spill_over_padding=Vector4)

Gets the amount of padding that needs to be added when accounting for the safe zone on TVs.

Parameters

world_context_object (Object) –

Returns

safe_padding (Vector4):

safe_padding_scale (Vector2D):

spill_over_padding (Vector4):

Return type

tuple

classmethod handled() EventReply

The event reply to use when you choose to handle an event. This will prevent the event from continuing to bubble up / down the widget hierarchy.

Return type

EventReply

classmethod is_drag_dropping() bool

Returns true if a drag/drop event is occurring that a widget can handle.

Return type

bool

classmethod lock_mouse(reply, capturing_widget) -> (EventReply, reply=EventReply)

Lock Mouse

Parameters
Returns

reply (EventReply):

Return type

EventReply

classmethod make_brush_from_asset(brush_asset) SlateBrush

Creates a Slate Brush from a Slate Brush Asset

Parameters

brush_asset (SlateBrushAsset) –

Returns

A new slate brush using the asset’s brush.

Return type

SlateBrush

classmethod make_brush_from_material(material, width=32, height=32) SlateBrush

Creates a Slate Brush from a Material. Materials don’t have an implicit size, so providing a widget and height is required to hint slate with how large the image wants to be by default.

Parameters
Returns

A new slate brush using the material.

Return type

SlateBrush

classmethod make_brush_from_texture(texture, width=0, height=0) SlateBrush

Creates a Slate Brush from a Texture2D

Parameters
  • texture (Texture2D) –

  • width (int32) – When less than or equal to zero, the Width of the brush will default to the Width of the Texture

  • height (int32) – When less than or equal to zero, the Height of the brush will default to the Height of the Texture

Returns

A new slate brush using the texture.

Return type

SlateBrush

classmethod no_resource_brush() SlateBrush

Creates a Slate Brush that wont draw anything, the “Null Brush”.

Returns

A new slate brush that wont draw anything.

Return type

SlateBrush

classmethod release_joystick_capture(reply, all_joysticks=False) -> (EventReply, reply=EventReply)

Release Joystick Capture deprecated: Use ClearUserFocus() instead

Parameters
Returns

reply (EventReply):

Return type

EventReply

classmethod release_mouse_capture(reply) -> (EventReply, reply=EventReply)

Release Mouse Capture

Parameters

reply (EventReply) –

Returns

reply (EventReply):

Return type

EventReply

classmethod restore_previous_window_title_bar_state() None

Restore Previous Window Title Bar State

classmethod set_brush_resource_to_material(brush, material) SlateBrush

Sets the resource on a brush to be a Material.

Parameters
Returns

brush (SlateBrush):

Return type

SlateBrush

classmethod set_brush_resource_to_texture(brush, texture) SlateBrush

Sets the resource on a brush to be a UTexture2D.

Parameters
Returns

brush (SlateBrush):

Return type

SlateBrush

classmethod set_color_vision_deficiency_type(type, severity, correct_deficiency, show_correction_with_deficiency) None

Apply color deficiency correction settings to the game window

Parameters
  • type (ColorVisionDeficiency) – The type of color deficiency correction to apply.

  • severity (float) – Intensity of the color deficiency correction effect, from 0 to 1.

  • correct_deficiency (bool) – Shifts the color spectrum to the visible range based on the current deficiency type.

  • show_correction_with_deficiency (bool) – If you’re correcting the color deficiency, you can use this to visualize what the correction looks like with the deficiency.

classmethod set_focus_to_game_viewport() None

Set Focus to Game Viewport

classmethod set_hardware_cursor(world_context_object, cursor_shape, cursor_name, hot_spot) bool

Loads or sets a hardware cursor from the content directory in the game.

Parameters
Return type

bool

classmethod set_input_mode_game_and_ui_ex(player_controller, widget_to_focus=None, mouse_lock_mode=MouseLockMode.DO_NOT_LOCK, hide_cursor_during_capture=True) None

Setup an input mode that allows only the UI to respond to user input, and if the UI doesn’t handle it player input / player controller gets a chance.

Note: This means that any bound Input events in the widget will be called.

Parameters
classmethod set_input_mode_game_only(player_controller) None

Setup an input mode that allows only player input / player controller to respond to user input.

Note: Any bound Input Events in this widget will be called.

Parameters

player_controller (PlayerController) –

classmethod set_input_mode_ui_only_ex(player_controller, widget_to_focus=None, mouse_lock_mode=MouseLockMode.DO_NOT_LOCK) None

Setup an input mode that allows only the UI to respond to user input.

Note: This means that any bound Input Events in the widget will not be called!

Parameters
classmethod set_mouse_position(reply, new_mouse_position) -> (EventReply, reply=EventReply)

Set Mouse Position

Parameters
Returns

reply (EventReply):

Return type

EventReply

classmethod set_user_focus(reply, focus_widget, all_users=False) -> (EventReply, reply=EventReply)

Set User Focus

Parameters
Returns

reply (EventReply):

Return type

EventReply

classmethod set_window_title_bar_close_button_active(active) None

Set Window Title Bar Close Button Active

Parameters

active (bool) –

classmethod set_window_title_bar_on_close_clicked_delegate(delegate) None

Set Window Title Bar on Close Clicked Delegate

Parameters

delegate (OnGameWindowCloseButtonClickedDelegate) –

classmethod set_window_title_bar_state(title_bar_content, mode, title_bar_drag_enabled, window_buttons_visible, title_bar_visible) None

Set Window Title Bar State

Parameters
classmethod unhandled() EventReply

The event reply to use when you choose not to handle an event.

Return type

EventReply

classmethod unlock_mouse(reply) -> (EventReply, reply=EventReply)

Unlock Mouse

Parameters

reply (EventReply) –

Returns

reply (EventReply):

Return type

EventReply