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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/UnrealClient.h |
Include |
#include "UnrealClient.h" |
class FViewportClient
An abstract interface to a viewport's client. The viewport's client processes input received by the viewport, and draws the viewport.
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~FViewportClient() |
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Activated ( |
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CapturedMouseMove |
Called when the mouse is moved while a window input capture is in effect |
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CaptureMouseOnLaunch() |
Gets whether or not the viewport captures the Mouse on launch of the application Technically this controls capture on the first window activate, so in situations where the application is launched but isn't activated the effect is delayed until activation. |
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CloseRequested ( |
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ConditionalRestoreWorld ( |
Restores GWorld to InWorld |
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UWorld * |
ConditionalSetWorld() |
Sets GWorld to the appropriate world for this client |
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Deactivated ( |
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Draw |
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EMouseCursor... |
GetCursor |
Retrieves the cursor that should be displayed by the OS |
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float |
GetDPIScale() |
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const TArray... |
GetEnabledStats() |
Get a ptr to the enabled stats list |
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FEngineShowF... |
GetEngineShowFlags() |
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EMouseCaptur... |
GetMouseCaptureMode() |
Gets the mouse capture behavior when the viewport is clicked |
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FStatHitches... |
GetStatHitchesData() |
Get a ptr to the stat unit data for this viewport |
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FStatUnitDat... |
GetStatUnitData() |
Get a ptr to the stat unit data for this viewport |
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UWorld * |
GetWorld() |
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HandleNavigation ( |
Optionally do custom handling of a navigation. |
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HideCursorDuringCapture() |
Gets whether or not the cursor is hidden when the viewport captures the mouse |
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IgnoreInput() |
Check whether we should ignore input. |
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InputAxis |
Check an axis movement received by the viewport. |
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InputChar |
Check a character input received by the viewport. |
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InputGesture ( |
Check a gesture event received by the viewport. |
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InputKey ( |
Check a key event received by the viewport. |
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InputMotion |
Each frame, the input system will update the motion data. |
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InputTouch |
Check a key event received by the viewport. |
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IsFocused ( |
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IsInGameView() |
Returns true if this viewport is excluding non-game elements from its display |
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IsInPermanentCapture() |
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IsOrtho() |
Returns true if this viewport is orthogonal. |
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IsStatEnabled ( |
Check whether a specific stat is enabled for this viewport |
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LockDuringCapture() |
Gets whether or not the cursor is locked to the viewport when the viewport captures the mouse |
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LostFocus ( |
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MapCursor ( |
Called to map a cursor reply to an actual widget to render. |
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MouseEnter |
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MouseLeave ( |
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MouseMove |
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FPopupMethod... |
OnQueryPopupMethod() |
Should we make new windows for popups or create an overlay in the current window. |
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OverrideHighResScreenshotCaptureRegion ( |
Allow viewport client to override the current capture region |
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Precache() |
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ProcessAccumulatedPointerInput ( |
Called from slate when input is finished for this frame, and we should process any queued mouse moves. |
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ProcessScreenShots ( |
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QueryShowFocus ( |
Called to determine if we should render the focus brush. |
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ReceivedFocus ( |
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RedrawRequested ( |
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RequestInvalidateHitProxy ( |
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RequiresHitProxyStorage() |
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RequiresKeyboardInput() |
Determine if the viewport client is going to need any keyboard input |
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RequiresUncapturedAxisInput() |
Determines whether this viewport client should receive calls to InputAxis() if the game's window is not currently capturing the mouse. |
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SetEnabledStats |
Sets all the stats that should be enabled for the viewport |
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SetIsSimulateInEditorViewport ( |
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SetShowStats ( |
Sets whether stats should be visible for the viewport |
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ShouldAlwaysLockMouse() |
Gets whether or not the cursor should always be locked to the viewport. |
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ShouldDPIScaleSceneCanvas() |
The debug canvas is always scaled |
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WantsPollingMouseMovement() |
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WindowCloseRequested() |
Called when the top level window associated with the viewport has been requested to close. |
Name | Description | ||
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CaptureMouseOnClick() |
Please call GetMouseCaptureMode() instead. |
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InputKey ( |
Use the new InputKey(const FInputKeyEventArgs& EventArgs) function. |
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InputTouch |
InputTouch now takes a Force |