UEditorUtilityWidget

Windows
MacOS
Linux

Inheritance Hierarchy

Syntax

class UEditorUtilityWidget : public UUserWidget

Variables

Name Description

Protected variable

bool

 

bAlwaysReregisterWithWindowsMenu

Should this widget always be re-added to the windows menu once it's opened.

Protected variable

bool

 

bAutoRunDefaultAction

Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons.

Protected variable

FString

 

HelpText

Constructors

Name Description

Public function

UEditorUtilityWidget

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

ExecuteDefaultAction()

Run the default action.

Public function

void

 

OnDefaultActionClicked()

The default action called when the widget is invoked if bAutoRunDefaultAction=true (it is never called otherwise)

Public function Const

bool

 

ShouldAlwaysReregisterWithWindowsMenu()

Public function Const

bool

 

ShouldAutoRunDefaultAction()

References

Module

Blutility

Header

Editor/Blutility/Classes/EditorUtilityWidget.h

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback