className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
0
76
code
stringlengths
0
11.4k
variables
listlengths
0
395
SHyperlink::FArguments::TextStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
Slate
WidgetArgsType & TextStyle &40; const FTextBlockStyle &42; InArg &41;
[]
SHyperlink::FArguments::TextFlowDirection
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
Slate
WidgetArgsType & TextFlowDirection &40; TOptional< ETextFlowDirection > InArg &41;
[]
SHyperlink::FArguments::UnderlineStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
Slate
WidgetArgsType & UnderlineStyle &40; const FButtonStyle &42; InArg &41;
[]
WidgetArgsType
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
Slate
typedef FArguments WidgetArgsType
[]
SHyperlink::FArguments::FArguments
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
Slate
FArguments&40;&41;
[]
SHyperlink::Hyperlink_OnClicked
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
Invoke the OnNavigate method
Slate
[FReply](API\Runtime\SlateCore\Input\FReply) Hyperlink_OnClicked()
[]
FArguments
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
Slate
struct FArguments : public [TSlateBaseNamedArgs< SHyperlink >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SHyperlink
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
A hyperlink widget is what you would expect from a browser hyperlink. When a hyperlink is clicked in invokes anOnNavigate()delegate.
Slate
class SHyperlink : public [SButton](API\Runtime\Slate\Widgets\Input\SButton)
[ { "type": "FSimpleDelegate", "name": "OnNavigate", "description": "The delegate to invoke when someone clicks the hyperlink" } ]
SHyperlink::OnCursorQuery
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h
The system asks each widget under the mouse to provide a cursor. This event is bubbled.FCursorReply::Unhandled()if the event is not handled; returnFCursorReply::Cursor()otherwise.
Slate
virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) OnCursorQuery ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & CursorEvent ) const
[]
SInputKeySelector::Construct
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Slate
void Construct ( const [FArguments](API\Runtime\Slate\Widgets\Input\SInputKeySelector\FArguments) & InArgs )
[]
SInputKeySelector::FArguments::AllowModifierKeys
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
When true modifier keys are captured in the selected key chord, otherwise they are ignored.
Slate
WidgetArgsType & AllowModifierKeys &40; bool InArg &41;
[]
SInputKeySelector::FArguments::AllowGamepadKeys
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
When true gamepad keys are captured in the selected key chord, otherwise they are ignored.
Slate
WidgetArgsType & AllowGamepadKeys &40; bool InArg &41;
[]
SInputKeySelector::FArguments::ButtonStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
The style of the button used to enable key selection.
Slate
WidgetArgsType & ButtonStyle &40; const FButtonStyle &42; InArg &41;
[]
SInputKeySelector::FArguments::EscapeCancelsSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
When true, pressing escape will cancel the key selection, when false, pressing escape will select the escape key.
Slate
WidgetArgsType & EscapeCancelsSelection &40; bool InArg &41;
[]
SInputKeySelector::FArguments::EscapeKeys
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
When EscapeCancelsSelection is true, escape on specific keys that are unbind able by the user.
Slate
WidgetArgsType & EscapeKeys &40; TArray< FKey > InArg &41;
[]
SInputKeySelector::FArguments::IsFocusable
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sometimes a button should only be mouse-clickable and never keyboard focusable.
Slate
WidgetArgsType & IsFocusable &40; bool InArg &41;
[]
SInputKeySelector::FArguments::KeySelectionText
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
The text to display while selecting a new key.
Slate
WidgetArgsType & KeySelectionText &40; FText InArg &41;
[]
SInputKeySelector::FArguments::Font
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
The font used to display the currently selected key.
Slate
WidgetArgsType & Font &40; const TAttribute< FSlateFontInfo > & InAttribute &41;
[]
SInputKeySelector::FArguments::NoKeySpecifiedText
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
The text to display while no key text is available or not selecting a key.
Slate
WidgetArgsType & NoKeySpecifiedText &40; FText InArg &41;
[]
SInputKeySelector::FArguments::Margin
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
The margin around the selected key text.
Slate
WidgetArgsType & Margin &40; const TAttribute< FMargin > & InAttribute &41;
[]
SInputKeySelector::FArguments::OnIsSelectingKeyChanged
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Occurs whenever key selection mode starts and stops.
Slate
WidgetArgsType & OnIsSelectingKeyChanged &40; const FOnIsSelectingKeyChanged & InDelegate &41;
[]
SInputKeySelector::FArguments::OnKeySelected
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Occurs whenever a new key is selected.
Slate
WidgetArgsType & OnKeySelected &40; const FOnKeySelected & InDelegate &41;
[]
SInputKeySelector::FArguments::SelectedKey
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
The currently selected key
Slate
WidgetArgsType & SelectedKey &40; const TAttribute< FInputChord > & InAttribute &41;
[]
SInputKeySelector::FArguments::TextStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
The text style of the button text
Slate
WidgetArgsType & TextStyle &40; const FTextBlockStyle &42; InArg &41;
[]
WidgetArgsType
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Slate
typedef FArguments WidgetArgsType
[]
SInputKeySelector::FArguments::FArguments
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Slate
FArguments&40;&41;
[]
FArguments
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Slate
struct FArguments : public [TSlateBaseNamedArgs< SInputKeySelector >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
FOnIsSelectingKeyChanged
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Slate
typedef TBaseDelegate_NoParams< void > FOnIsSelectingKeyChanged
[]
FOnKeySelected
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Slate
typedef TBaseDelegate_OneParam< void, const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) & > FOnKeySelected
[]
SInputKeySelector::GetIsSelectingKey
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Returns true whenever key selection mode is active, otherwise returns false.
Slate
bool GetIsSelectingKey() const
[]
SInputKeySelector::GetSelectedKey
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Gets the currently selected key chord.
Slate
[FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) GetSelectedKey() const
[]
SInputKeySelector::OnFocusLost
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Called when this widget loses focus. This event does not bubble.
Slate
virtual void OnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )
[]
SInputKeySelector::OnKeyDown
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Called after a key is pressed when this widget has focus (this event bubbles if not handled) Returns whether the event was handled, along with other possible actions
Slate
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
SInputKeySelector::OnKeyUp
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Called after a key is released when this widget has focus Returns whether the event was handled, along with other possible actions
Slate
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
SInputKeySelector::OnNavigation
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Called when navigation is requested e.g. Left Joystick, Direction Pad, Arrow Keys can generate navigation events.
Slate
virtual [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) OnNavigation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & InNavigationEvent )
[]
SInputKeySelector::OnPreviewKeyDown
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
This event is primarily to allow parent widgets to consume an event before a child widget processes it and it should be used only when there is no better design alternative. Returns whether the event was handled, along with other possible actions
Slate
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnPreviewKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
SInputKeySelector::OnPreviewMouseButtonDown
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Use this event sparingly as preview events generally make UIs more difficult to reason about.
Slate
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnPreviewMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SInputKeySelector::OnMouseButtonDown
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled. Whether the event was handled along with possible requests for the system to take action.
Slate
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SInputKeySelector::SetAllowGamepadKeys
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
When true gamepad keys are captured in the selected key chord, otherwise they are ignored.
Slate
void SetAllowGamepadKeys ( const bool bInAllowGamepadKeys )
[]
SInputKeySelector::SetAllowModifierKeys
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
When true modifier keys are captured in the selected key chord, otherwise they are ignored.
Slate
void SetAllowModifierKeys ( const bool bInAllowModifierKeys )
[]
SInputKeySelector::SetButtonStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sets the style of the button which is used enter key selection mode.
Slate
void SetButtonStyle ( const [FButtonStyle](API\Runtime\SlateCore\Styling\FButtonStyle) * ButtonStyle )
[]
SInputKeySelector::SetEscapeKeys
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sets the escape keys to check against.
Slate
void SetEscapeKeys ( [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > InEscapeKeys )
[]
SInputKeySelector::SetKeySelectionText
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sets the text which is displayed when selecting a key.
Slate
void SetKeySelectionText ( [FText](API\Runtime\Core\Internationalization\FText) InKeySelectionText )
[]
SInputKeySelector::SetMargin
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sets the margin around the text used to display the currently selected key
Slate
void SetMargin ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FMargin](API\Runtime\SlateCore\Layout\FMargin) > InMargin )
[]
SInputKeySelector::SetNoKeySpecifiedText
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sets the text to display when no key text is available or not selecting a key.
Slate
void SetNoKeySpecifiedText ( [FText](API\Runtime\Core\Internationalization\FText) InNoKeySpecifiedText )
[]
SInputKeySelector::SetSelectedKey
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sets the currently selected key chord.
Slate
void SetSelectedKey ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) > InSelectedKey )
[]
SInputKeySelector::SetTextBlockVisibility
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sets the visibility of the text block.
Slate
void SetTextBlockVisibility ( [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) InVisibility )
[]
SInputKeySelector::SetTextStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Sets the style of the text on the button which is used enter key selection mode.
Slate
void SetTextStyle ( const [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) * InTextStyle )
[]
SInputKeySelector::SupportsKeyboardFocus
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
Checks to see if this widget supports keyboard focus. Override this in derived classes. True if this widget can take keyboard focus
Slate
virtual bool SupportsKeyboardFocus() const
[]
SInputKeySelector
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SInputKeySelector.h
A widget for selecting keys or input chords.
Slate
class SInputKeySelector : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)
[]
SMenuAnchor::ComputeDesiredSize
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
A Panel's desired size in the space required to arrange of its children on the screen while respecting all of the children's desired sizes and any layout-related options specified by the user. See StackPanel for an example. The desired size.
Slate
virtual FVector2D ComputeDesiredSize ( float ) const
[]
SMenuAnchor::ComputeVolatility
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Recomputes the volatility of the widget. If you have additional state you automatically want to make the widget volatile, you should sample that information here.
Slate
virtual bool ComputeVolatility() const
[]
SMenuAnchor::Construct
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Construct this widget
Slate
void Construct ( const [FArguments](API\Runtime\Slate\Widgets\Input\SMenuAnchor\FArguments) & InArgs )
[]
SMenuAnchor::DismissAllApplicationMenus
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
static void DismissAllApplicationMenus()
[]
SMenuAnchor::FArguments::ApplyWidgetStyleToMenu
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
True to apply the InWidgetStyle of the menu anchor when painting the popup, false to always paint the popup with full opacity and no tint.
Slate
WidgetArgsType & ApplyWidgetStyleToMenu &40; bool InArg &41;
[]
SMenuAnchor::FArguments::Content
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
NamedSlotProperty< FArguments > Content&40;&41;
[]
SMenuAnchor::FArguments::FitInWindow
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & FitInWindow &40; bool InArg &41;
[]
SMenuAnchor::FArguments::IsCollapsedByParent
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
True if this menu anchor should be collapsed when its parent receives focus, false (default) otherwise
Slate
WidgetArgsType & IsCollapsedByParent &40; bool InArg &41;
[]
SMenuAnchor::ComputeNewWindowMenuPlacement
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Computes the placement geometry for menus displayed in a separately created window
Slate
[FGeometry](API\Runtime\SlateCore\Layout\FGeometry) ComputeNewWindowMenuPlacement ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const FVector2D & PopupDesiredSize, EMenuPlacement PlacementMode ) const
[]
SMenuAnchor::FArguments::MenuContent
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & MenuContent &40; TSharedPtr< SWidget > InArg &41;
[]
SMenuAnchor::FArguments::Method
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & Method &40; TOptional< EPopupMethod > InArg &41;
[]
SMenuAnchor::FArguments::OnGetMenuContent
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & OnGetMenuContent &40; const FOnGetContent & InDelegate &41;
[]
SMenuAnchor::FArguments::OnMenuOpenChanged
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & OnMenuOpenChanged &40; const FOnIsOpenChanged & InDelegate &41;
[]
SMenuAnchor::FArguments::operator[]
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
FArguments & operator&91;&93; &40; const TSharedRef< SWidget > & InChild &41;
[]
SMenuAnchor::FArguments::Padding
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & Padding &40; FMargin InArg &41;
[]
SMenuAnchor::FArguments::Placement
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & Placement &40; const TAttribute< EMenuPlacement > & InAttribute &41;
[]
SMenuAnchor::FArguments::ShouldDeferPaintingAfterWindowContent
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & ShouldDeferPaintingAfterWindowContent &40; bool InArg &41;
[]
SMenuAnchor::FArguments::UseApplicationMenuStack
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
WidgetArgsType & UseApplicationMenuStack &40; bool InArg &41;
[]
WidgetArgsType
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
typedef FArguments WidgetArgsType
[]
SMenuAnchor::FArguments::FArguments
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
FArguments&40;&41;
[]
FArguments
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
struct FArguments : public [TSlateBaseNamedArgs< SMenuAnchor >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
SMenuAnchor::FPopupPlacement::FPopupPlacement
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
FPopupPlacement &40; const FGeometry & PlacementGeometry, const FVector2D & PopupDesiredSize, EMenuPlacement PlacementMode &41;
[]
FPopupPlacement
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
struct FPopupPlacement
[ { "type": "FSlateRect", "name": "AnchorLocalSpace", "description": "" }, { "type": "FVector2D", "name": "LocalPopupOffset", "description": "" }, { "type": "FVector2D", "name": "LocalPopupSize", "description": "" }, { "type": "EOrientation", "name": "Orientation", "description": "" } ]
SMenuAnchor::GetChildren
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
All widgets must provide a way to access their children in a layout-agnostic way. Panels store their children in Slots, which creates a dilemma. Most panels can store their children in a TPanelChildren, where the Slot class provides layout information about the child it stores. In that case GetChildren should simply return the TPanelChildren. See StackPanel for an example.
Slate
virtual [FChildren](API\Runtime\SlateCore\Layout\FChildren) * GetChildren()
[]
SMenuAnchor::GetMenuPosition
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
The current menu position
Slate
FVector2D GetMenuPosition() const
[]
SMenuAnchor::GetMenuWindow
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > GetMenuWindow() const
[]
SMenuAnchor::IsOpen
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
true if the popup is open; false otherwise.
Slate
bool IsOpen() const
[]
SMenuAnchor::HasOpenSubMenus
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Whether this menu has open submenus
Slate
bool HasOpenSubMenus() const
[]
SMenuAnchor::IsOpenAndReusingWindow
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
true if the popup is currently open and reusing an existing window
Slate
bool IsOpenAndReusingWindow() const
[]
SMenuAnchor::IsOpenViaCreatedWindow
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
true if the popup is currently open and we created a dedicated window for it
Slate
bool IsOpenViaCreatedWindow() const
[]
SMenuAnchor::OnArrangeChildren
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Panels arrange their children in a space described by the AllottedGeometry parameter. The results of the arrangement should be returned by appending aFArrangedWidgetpair for every child widget. See StackPanel for an example
Slate
virtual void OnArrangeChildren ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedChildren ) const
[]
SMenuAnchor::OnMenuClosed
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Handler/callback called by menus created by this anchor, when they are dismissed
Slate
void OnMenuClosed ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMenu](API\Runtime\Slate\Framework\Application\IMenu) > InMenu )
[]
SMenuAnchor::OnMenuDismissed
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
virtual void OnMenuDismissed()
[]
SMenuAnchor::OnPaint
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
The widget should respond by populating the OutDrawElements array with FDrawElements that represent it and any of its children. Called by the non-virtual OnPaint to enforce pre/post conditions during OnPaint. The maximum layer ID attained by this widget or any of its children.
Slate
virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const
[]
OpenApplicationMenus
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [IMenu](API\Runtime\Slate\Framework\Application\IMenu) > > OpenApplicationMenus;
[]
SMenuAnchor::SetContent
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
See Content Slot attribute
Slate
void SetContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InContent )
[]
SMenuAnchor::ResetPopupMenuContent
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Reset the popup state to prepopup.
Slate
void ResetPopupMenuContent()
[]
SMenuAnchor::SetFitInWindow
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
void SetFitInWindow ( bool bFit )
[]
SMenuAnchor::SetIsOpen
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Open or close the popup
Slate
virtual void SetIsOpen ( bool InIsOpen, const bool bFocusMenu, const int32 FocusUserIndex )
[]
SMenuAnchor::SetMenuContent
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
See MenuContent attribute
Slate
virtual void SetMenuContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InMenuContent )
[]
SMenuAnchor::ShouldOpenDueToClick
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
true if we should open the menu due to a click. Sometimes we should not, if the same MouseDownEvent that just closed the menu is about to re-open it because it happens to land on the button.
Slate
bool ShouldOpenDueToClick() const
[]
SMenuAnchor::SetMenuPlacement
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
void SetMenuPlacement ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< EMenuPlacement > InMenuPlacement )
[]
SMenuAnchor::Tick
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.
Slate
virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
[]
SMenuAnchor::UsingApplicationMenuStack
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
virtual bool UsingApplicationMenuStack() const
[]
SMenuAnchor::SMenuAnchor
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
SMenuAnchor()
[]
SMenuAnchor::~SMenuAnchor
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
Slate
virtual ~SMenuAnchor()
[]
SMenuAnchor
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMenuAnchor.h
A PopupAnchor summons a Popup relative to its content. Summoning a popup relative to the cursor is accomplished via the application.
Slate
class SMenuAnchor : public [SPanel](API\Runtime\SlateCore\Widgets\SPanel), public [IMenuHost](API\Runtime\Slate\Framework\Application\IMenuHost)
[ { "type": "bool", "name": "bApplyWidgetStyleToMenu", "description": "Should we paint the popup using the received InWidgetStyle?" }, { "type": "bool", "name": "bDismissedThisTick", "description": "Was the menu just dismissed this tick?" }, { "type": "bool", "name": "bFitInWindow", "description": "Should the menu anchor fit inside the window?" }, { "type": "bool", "name": "bIsCollapsedByParent", "description": "Whether this menu should be collapsed when its parent gets focus" }, { "type": "bool", "name": "bShouldDeferPaintingAfterWindowContent", "description": "Should the menu content painting be deferred? If not, the menu content will layer over the menu anchor, rather than above all window contents." }, { "type": "bool", "name": "bUseApplicationMenuStack", "description": "Should the menu by created by the application stack code making it behave like and have the lifetime of a normal menu?" }, { "type": "TPanelChildren<...", "name": "Children", "description": "The currently arranged children in the menu anchor." }, { "type": "FVector2D", "name": "LocalPopupPosition", "description": "" }, { "type": "TSharedPtr<SWi...", "name": "MenuContent", "description": "Static menu content to use when the delegate used when OnGetMenuContent is not defined." }, { "type": "TOptional< EPop...", "name": "Method", "description": "Should we summon a new window for this popup or" }, { "type": "FPopupMethodRep...", "name": "MethodInUse", "description": "Method currently being used to show the popup. No value if popup is closed." }, { "type": "FOnGetContent", "name": "OnGetMenuContent", "description": "Callback invoked when the popup is being summoned" }, { "type": "FOnIsOpenChange...", "name": "OnMenuOpenChanged", "description": "Callback invoked when the popup is being opened/closed" }, { "type": "TSharedPtr<IMe...", "name": "OwnedMenuPtr", "description": "An interface pointer to the menu object presenting this popup." }, { "type": "TAttribute< EMe...", "name": "Placement", "description": "How should the popup be placed relative to the anchor." }, { "type": "TWeakPtr<IMenu...", "name": "PopupMenuPtr", "description": "An interface pointer to the menu object presenting this popup." }, { "type": "TWeakPtr<SWind...", "name": "PopupWindowPtr", "description": "A pointer to the window presenting this popup." }, { "type": "FVector2D", "name": "ScreenPopupPosition", "description": "Screen-space version of LocalPopupPosition, also cached in Tick." }, { "type": "TSharedPtr<SWi...", "name": "WrappedContent", "description": "MenuContent plus any extra wrapping widgets needed by the menu infrastructure." } ]
SMultiLineEditableTextBox::AdvanceSearch
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMultiLineEditableTextBox.h
Advance the current search to the next match (does nothing if not currently searching)
Slate
void AdvanceSearch ( const bool InReverse )
[]
SMultiLineEditableTextBox::AnyTextSelected
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMultiLineEditableTextBox.h
Query to see if any text is selected within the document
Slate
bool AnyTextSelected() const
[]
SMultiLineEditableTextBox::ApplyToSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Input/SMultiLineEditableTextBox.h
Apply the given style to the currently selected text (or insert a new run at the current cursor position if no text is selected)
Slate
void ApplyToSelection ( const [FRunInfo](API\Runtime\Slate\Framework\Text\FRunInfo) & InRunInfo, const [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & InStyle )
[]