unreal.SinglePropertyView
¶
- class unreal.SinglePropertyView(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
PropertyViewBase
The single property view allows you to display the value of an object’s property.
C++ Source:
Module: UMGEditor
File: SinglePropertyView.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.auto_load_asset
(bool): [Read-Write] Auto Load Asset: Load the object (if it’s an asset) when the widget is created.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] Clippingcursor
(MouseCursor): [Read-Write] Cursorflow_direction_preference
(FlowDirectionPreference): [Read-Write] Flow Direction Preferenceis_enabled
(bool): [Read-Write] Is Enabledis_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.name_override
(Text): [Read-Write] Name Override: Override for the property name that will be displayed instead of the property name.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_property_changed
(OnPropertyValueChanged): [Read-Write] On Property Changed: Sets a delegate called when the property value changesoverride_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 Cursorproperty_name
(Name): [Read-Write] Property Name: The name of the property to display.render_opacity
(float): [Read-Write] Render Opacityrender_transform
(WidgetTransform): [Read-Write] Render Transformrender_transform_pivot
(Vector2D): [Read-Write] Render Transform Pivotslot
(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 Texttool_tip_widget
(Widget): [Read-Only] Tool Tip Widgetvisibility
(SlateVisibility): [Read-Write] Visibility