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UUMGSequenceTickManager::Get
/Engine/Source/Runtime/UMG/Public/Animation/UMGSequenceTickManager.h
UMG
static [UUMGSequenceTickManager](API\Runtime\UMG\Animation\UUMGSequenceTickManager) * Get ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PlaybackContext )
[]
UUMGSequenceTickManager::GetLinker
/Engine/Source/Runtime/UMG/Public/Animation/UMGSequenceTickManager.h
UMG
[UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * GetLinker()
[]
UUMGSequenceTickManager::GetRunner
/Engine/Source/Runtime/UMG/Public/Animation/UMGSequenceTickManager.h
UMG
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMovieSceneEntitySystemRunner](API\Runtime\MovieScene\EntitySystem\FMovieSceneEntitySystemRunner) > GetRunner()
[]
UUMGSequenceTickManager::RemoveWidget
/Engine/Source/Runtime/UMG/Public/Animation/UMGSequenceTickManager.h
UMG
void RemoveWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * InWidget )
[]
UUMGSequenceTickManager::UUMGSequenceTickManager
/Engine/Source/Runtime/UMG/Public/Animation/UMGSequenceTickManager.h
UMG
UUMGSequenceTickManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )
[]
UUMGSequenceTickManager
/Engine/Source/Runtime/UMG/Public/Animation/UMGSequenceTickManager.h
An automatically created global object that will manage all widget animations.
UMG
class UUMGSequenceTickManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UWidgetAnimation::BindToAnimationFinished
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
UMG
void BindToAnimationFinished ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )
[]
UWidgetAnimation::BindPossessableObject
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
UnbindPossessableObjects
UMG
virtual void BindPossessableObject ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )
[]
UWidgetAnimation::BindToAnimationStarted
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
These animation binding functions were added so that we could cleanly upgrade assets from before animation sharing, they don't actually modify the animation, they just pipe through to theUUserWidget. If we didn't put the functions here, it would be much more difficult to upgrade users who were taking advantage of the Many-To-1, blueprint having many animations binding to the same delegate.
UMG
void BindToAnimationStarted ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )
[]
UWidgetAnimation::CanPossessObject
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Check whether the given object can be possessed by this animation. true if the object can be possessed, false otherwise.
UMG
virtual bool CanPossessObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InPlaybackContext ) const
[]
UUMGSequenceTickManager::OnWidgetTicked
/Engine/Source/Runtime/UMG/Public/Animation/UMGSequenceTickManager.h
UMG
void OnWidgetTicked ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * InWidget )
[]
UWidgetAnimation::GetBindings
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Get Animation bindings of the animation
UMG
const [TArray](API\Runtime\Core\Containers\TArray)< [FWidgetAnimationBinding](API\Runtime\UMG\Animation\FWidgetAnimationBinding) > & GetBindings() const
[]
UWidgetAnimation::CreateDirectorInstance
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Called to retrieve or construct a director instance to be used for the specified player
UMG
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateDirectorInstance ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID )
[]
UUMGSequenceTickManager::RunLatentActions
/Engine/Source/Runtime/UMG/Public/Animation/UMGSequenceTickManager.h
UMG
void RunLatentActions()
[]
UWidgetAnimation::GetDisplayLabel
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
The friendly name of the animation
UMG
const [FString](API\Runtime\Core\Containers\FString) & GetDisplayLabel() const
[]
UWidgetAnimation::GetDisplayName
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Returns the DisplayLabel if set, otherwise the object name
UMG
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
UWidgetAnimation::GetEndTime
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
GetStartTime
UMG
float GetEndTime() const
[]
UWidgetAnimation::GetLegacyFinishOnStop
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Whether to finish evaluation on stop
UMG
bool GetLegacyFinishOnStop() const
[]
UWidgetAnimation::GetMovieScene
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
The returned movie scene represents the root movie scene. It may contain additional child movie scenes. The movie scene.
UMG
virtual [UMovieScene](API\Runtime\MovieScene\UMovieScene) * GetMovieScene() const
[]
UWidgetAnimation::GetNullAnimation
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Get a placeholder animation. Placeholder animation.
UMG
static [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * GetNullAnimation()
[]
UWidgetAnimation::GetParentObject
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Get the logical parent object for the supplied object (not necessarily its outer). The parent object, or nullptr if the object has no logical parent.
UMG
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetParentObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const
[]
UWidgetAnimation::GetStartTime
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
GetEndTime
UMG
float GetStartTime() const
[]
UWidgetAnimation::IsPostLoadThreadSafe
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Called during async load to determine if PostLoad can be called on the loading thread. true if this object's PostLoad is thread safe
UMG
virtual bool IsPostLoadThreadSafe() const
[]
UWidgetAnimation::IsTrackSupported
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Sequences can determine whether they support a particular track type
UMG
virtual ETrackSupport IsTrackSupported ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > InTrackClass ) const
[]
UWidgetAnimation::LocateBoundObjects
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Locate all the objects that correspond to the specified object ID, using the specified context
UMG
virtual void LocateBoundObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const
[]
UWidgetAnimation::PostLoad
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Called after this object has been deserialized
UMG
virtual void PostLoad()
[]
UWidgetAnimation::RemoveBinding
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Remove Animation Binding
UMG
void RemoveBinding ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject )
[]
UWidgetAnimation::RemoveBinding
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Remove Animation Binding
UMG
void RemoveBinding ( const [FWidgetAnimationBinding](API\Runtime\UMG\Animation\FWidgetAnimationBinding) & Binding )
[]
UWidgetAnimation::SetDisplayLabel
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Sets the friendly name of the animation to display in the editor
UMG
void SetDisplayLabel ( const [FString](API\Runtime\Core\Containers\FString) & InDisplayLabel )
[]
UWidgetAnimation::UnbindAllFromAnimationFinished
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
UMG
void UnbindAllFromAnimationFinished ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget )
[]
UWidgetAnimation::UnbindAllFromAnimationStarted
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
UMG
void UnbindAllFromAnimationStarted ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget )
[]
UWidgetAnimation::UnbindFromAnimationFinished
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
UMG
void UnbindFromAnimationFinished ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )
[]
UWidgetAnimation::UnbindFromAnimationStarted
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
UMG
void UnbindFromAnimationStarted ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )
[]
UWidgetAnimation::UnbindInvalidObjects
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Unbinds specific objects from the provided GUID that do not resolve
UMG
virtual void UnbindInvalidObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )
[]
UWidgetAnimation::UnbindPossessableObjects
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
BindPossessableObject
UMG
virtual void UnbindPossessableObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )
[]
UWidgetAnimation::UnbindObjects
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
Unbinds specific objects from the provided GUID
UMG
virtual void UnbindObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )
[]
UWidgetAnimation::UWidgetAnimation
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
UMG
UWidgetAnimation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetAnimation
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimation.h
UMG
class UWidgetAnimation : public [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence)
[ { "type": "TArray<FWidget...", "name": "AnimationBindings", "description": "" }, { "type": "TObjectPtr<UMo...", "name": "MovieScene", "description": "Pointer to the movie scene that controls this animation." } ]
UWidgetAnimationDelegateBinding::BindDynamicDelegates
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimationDelegateBinding.h
UMG
virtual void BindDynamicDelegates ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance ) const
[]
UWidgetAnimationDelegateBinding::UWidgetAnimationDelegateBinding
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimationDelegateBinding.h
UMG
UWidgetAnimationDelegateBinding ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetAnimationDelegateBinding
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimationDelegateBinding.h
UMG
class UWidgetAnimationDelegateBinding : public [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding)
[ { "type": "TArray<FBluepr...", "name": "WidgetAnimationDelegateBindings", "description": "" } ]
UWidgetAnimationPlayCallbackProxy::CreatePlayAnimationProxyObject
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimationPlayCallbackProxy.h
UMG
static [UWidgetAnimationPlayCallbackProxy](API\Runtime\UMG\Animation\UWidgetAnimationPlayCallbackProx-) * CreatePlayAnimationProxyObject ( class [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) *& Result, class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, class [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float StartAtTime, int32 NumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) PlayMode, float PlaybackSpeed )
[]
UWidgetAnimationPlayCallbackProxy::CreatePlayAnimationTimeRangeProxyObject
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimationPlayCallbackProxy.h
UMG
static [UWidgetAnimationPlayCallbackProxy](API\Runtime\UMG\Animation\UWidgetAnimationPlayCallbackProx-) * CreatePlayAnimationTimeRangeProxyObject ( class [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) *& Result, class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, class [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float StartAtTime, float EndAtTime, int32 NumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) PlayMode, float PlaybackSpeed )
[]
UWidgetAnimationPlayCallbackProxy::UWidgetAnimationPlayCallbackProxy
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimationPlayCallbackProxy.h
UMG
UWidgetAnimationPlayCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetAnimationPlayCallbackProxy
/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimationPlayCallbackProxy.h
UMG
class UWidgetAnimationPlayCallbackProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FWidgetAnimatio...", "name": "Finished", "description": "Called when animation has been completed." } ]
WidgetMaterialTrackUtilities::GetMaterialBrushPropertyPaths
/Engine/Source/Runtime/UMG/Public/Animation/WidgetMaterialTrackUtilities.h
Gets the property paths on a widget which are slate brush properties, and who's slate brush has a valid material.
UMG
namespace WidgetMaterialTrackUtilities { void WidgetMaterialTrackUtilities::GetMaterialBrushPropertyPaths ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [TArray](API\Runtime\Core\Containers\TArray)< [FWidgetMaterialPropertyPath](API\Runtime\UMG\Animation\FWidgetMaterialPropertyPath) > & MaterialBrushPropertyPaths ) }
[]
WidgetMaterialTrackUtilities::GetTrackNameFromPropertyNamePath
/Engine/Source/Runtime/UMG/Public/Animation/WidgetMaterialTrackUtilities.h
Converts a property name path into a single name which is appropriate for a track name.
UMG
namespace WidgetMaterialTrackUtilities { [FName](API\Runtime\Core\UObject\FName) WidgetMaterialTrackUtilities::GetTrackNameFromPropertyNamePath ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > PropertyNamePath ) }
[]
WidgetMaterialTrackUtilities::GetMaterialHandle
/Engine/Source/Runtime/UMG/Public/Animation/WidgetMaterialTrackUtilities.h
Gets a material handle from a property on a widget by the propertiesFNamepath.
UMG
namespace WidgetMaterialTrackUtilities { [FWidgetMaterialHandle](API\Runtime\UMG\Animation\FWidgetMaterialHandle) WidgetMaterialTrackUtilities::GetMaterialHandle ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > BrushPropertyNamePath ) }
[]
FDynamicPropertyPath::GetValue
/Engine/Source/Runtime/UMG/Public/Binding/DynamicPropertyPath.h
Get the value represented by this property path
UMG
template<typename T> bool GetValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContainer, T & OutValue ) const
[]
FDynamicPropertyPath::GetValue
/Engine/Source/Runtime/UMG/Public/Binding/DynamicPropertyPath.h
Get the value and the leaf property represented by this property path
UMG
template<typename T> bool GetValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContainer, T & OutValue, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty ) const
[]
FDynamicPropertyPath::FDynamicPropertyPath
/Engine/Source/Runtime/UMG/Public/Binding/DynamicPropertyPath.h
UMG
FDynamicPropertyPath()
[]
FDynamicPropertyPath::FDynamicPropertyPath
/Engine/Source/Runtime/UMG/Public/Binding/DynamicPropertyPath.h
UMG
FDynamicPropertyPath ( const [FString](API\Runtime\Core\Containers\FString) & Path )
[]
FDynamicPropertyPath::FDynamicPropertyPath
/Engine/Source/Runtime/UMG/Public/Binding/DynamicPropertyPath.h
UMG
FDynamicPropertyPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PropertyChain )
[]
FDynamicPropertyPath
/Engine/Source/Runtime/UMG/Public/Binding/DynamicPropertyPath.h
UMG
struct FDynamicPropertyPath : public [FCachedPropertyPath](API\Runtime\PropertyPath\FCachedPropertyPath)
[]
FWidgetStateBitfield::ClearEnumState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Clear all existing values for given states & mark the states unused
UMG
void ClearEnumState ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & EnumStateBitfield )
[]
FWidgetStateBitfield::ClearEnumState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Clear all existing values for given state & mark the state unused
UMG
void ClearEnumState ( uint8 EnumStateIndex )
[]
FWidgetStateBitfield::ClearEnumState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Clear all existing values for given state & mark the state unused, slow version w/ map lookup
UMG
void ClearEnumState ( [FName](API\Runtime\Core\UObject\FName) EnumStateName )
[]
FWidgetStateBitfield::HasAllBinaryFlags
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if all binary state flags are met
UMG
bool HasAllBinaryFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const
[]
FWidgetStateBitfield::HasAllEnumFlags
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if all enum state flags are met
UMG
bool HasAllEnumFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const
[]
FWidgetStateBitfield::HasAllFlags
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if all state flags are met
UMG
bool HasAllFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const
[]
FWidgetStateBitfield::HasAnyBinaryFlags
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if any binary state flag is met
UMG
bool HasAnyBinaryFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const
[]
FWidgetStateBitfield::HasAnyEnumFlags
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if any enum state flag is met
UMG
bool HasAnyEnumFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const
[]
FWidgetStateBitfield::HasAnyFlags
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Note: No need for HasNoFlags. Simply call !HasAnyFlags.True if any state flag is met
UMG
bool HasAnyFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const
[]
FWidgetStateBitfield::HasBinaryStates
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if any binary state is set
UMG
bool HasBinaryStates() const
[]
FWidgetStateBitfield::HasEmptyUsedEnumStates
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if any enum used enum states are empty, usually indicating a failed '&' test
UMG
bool HasEmptyUsedEnumStates() const
[]
FWidgetStateBitfield::HasEnumStates
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if any enum state is used, does not indicate if state is actually set. Use 'HasEmptyUsedEnumStates' for that.
UMG
bool HasEnumStates() const
[]
FWidgetStateBitfield::NegateBinaryStates
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Negate only binary states
UMG
void NegateBinaryStates()
[]
FWidgetStateBitfield::Intersect
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Intersection of binary and enum states, with union on enum state usage so enum state mismatches can fail Intersections will remove not allowed enum states, allowing for failure on bool conversion due to empty used states. Approximation of bitwise '&'. Non-commutative, will use LHS enum state set if RHS does not use enum. Additionally, if the RHS has binary states & the LHS does not meet those, all enum states will be marked unused to ensure failure
UMG
[FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) Intersect ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & Rhs ) const
[]
FWidgetStateBitfield::NegateEnumStates
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Negate only enum states, does not change usage, but marks existing values as not allowed
UMG
void NegateEnumStates()
[]
FWidgetStateBitfield::NegateStates
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Negate both binary and enum states
UMG
void NegateStates()
[]
FWidgetStateBitfield::operator bool
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
True if any binary or enum state is set, and no empty used enum states exist
UMG
operator bool() const
[]
FWidgetStateBitfield::operator~
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Negation of binary and enum states, maintains enum state usage, but marks states as not allowed.
UMG
[FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) operator~() const
[]
FWidgetStateBitfield::SetBinaryState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Set binary state to given value
UMG
void SetBinaryState ( uint8 BinaryStateIndex, bool BinaryStateValue )
[]
FWidgetStateBitfield::SetBinaryState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Set Binary state to given value, using a bitfield to indicate states that should be changed
UMG
void SetBinaryState ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & BinaryStateBitfield, bool BinaryStateValue )
[]
FWidgetStateBitfield::SetBinaryStateSlow
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Set Binary state to given value, slow version w/FNamemap lookup
UMG
void SetBinaryStateSlow ( [FName](API\Runtime\Core\UObject\FName) BinaryStateName, bool BinaryStateValue )
[]
FWidgetStateBitfield::SetEnumState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Set enum state to given value, clearing all existing values for states in use
UMG
void SetEnumState ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & EnumStateBitfield )
[]
FWidgetStateBitfield::SetEnumState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Set enum state to given value, clearing all existing values for that state
UMG
void SetEnumState ( uint8 EnumStateIndex, uint8 EnumStateValue )
[]
FWidgetStateBitfield::SetEnumStateSlow
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Set enum state to given value, clearing all existing values for that state, slow version w/FNamemap lookup
UMG
void SetEnumStateSlow ( [FName](API\Runtime\Core\UObject\FName) EnumStateName, uint8 EnumStateValue )
[]
FWidgetStateBitfield::Union
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Union of binary and enum states, allows for a single enum state to have multiple values in a bitfield. Unions will grow enum state set if allowance is same, otherwise the allowed set is maintained. Approximation of bitwise '|'. Commutative.
UMG
[FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) Union ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & Rhs ) const
[]
FWidgetStateBitfield::SetState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Set state to given value, just calls assignment operator for you
UMG
void SetState ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield )
[]
FWidgetStateBitfield::FWidgetStateBitfield
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Default, will convert to false as a bool
UMG
FWidgetStateBitfield()
[]
FWidgetStateBitfield::FWidgetStateBitfield
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Interprets name as binary state on
UMG
FWidgetStateBitfield ( const [FName](API\Runtime\Core\UObject\FName) InStateName )
[]
FWidgetStateBitfield::FWidgetStateBitfield
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
Interprets name value pair as enum state
UMG
FWidgetStateBitfield ( const [FName](API\Runtime\Core\UObject\FName) InStateName, const uint8 InValue )
[]
FWidgetStateBitfield
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateBitfield.h
All this does is cache the integer results of dynamicFNamestate lookup from an IWidgetStateNameMapper So it's prefertable to create these once and reuse. In particular, if broadcasting current state determine the correct bitfield to modify the existing state ahead of time. Save that bitfield and use it when performing state-modifications. Likewise when performing state tests, try to construct the relevant bitfield ahead of time & store that to later be compared against
UMG
struct FWidgetStateBitfield
[]
UWidgetBinaryStateRegistration::GetRegisteredWidgetState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called on widget registration to correctly initialize widget state based on the current widget
UMG
virtual bool GetRegisteredWidgetState ( const [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget ) const
[]
UWidgetBinaryStateRegistration::GetStateName
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called once during WidgetStateSettings initialization to get this widget state's name
UMG
virtual [FName](API\Runtime\Core\UObject\FName) GetStateName() const
[]
UWidgetBinaryStateRegistration::InitializeStaticBitfields
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called to give CDO chance to initialize any static state bitfields that might be declared for convenience
UMG
virtual void InitializeStaticBitfields() const
[]
UWidgetBinaryStateRegistration::UWidgetBinaryStateRegistration
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
UMG
UWidgetBinaryStateRegistration()
[]
UWidgetBinaryStateRegistration::~UWidgetBinaryStateRegistration
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
UMG
virtual ~UWidgetBinaryStateRegistration()
[]
UWidgetBinaryStateRegistration
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Technically these can be created in BP, but for now we don't want to encourage that workflow as it involves requring overrides for the virtuals which is technical.
UMG
class UWidgetBinaryStateRegistration : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "friend", "name": "UWidgetStateSettings", "description": "" } ]
Bit
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Post-load initialized bit corresponding to this binary state
UMG
static [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) Bit;
[]
UWidgetDisabledStateRegistration::GetStateName
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called once during WidgetStateSettings initialization to get this widget state's name
UMG
virtual [FName](API\Runtime\Core\UObject\FName) GetStateName() const
[]
UWidgetDisabledStateRegistration::InitializeStaticBitfields
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called to give CDO chance to initialize any static state bitfields that might be declared for convenience
UMG
virtual void InitializeStaticBitfields() const
[]
UWidgetDisabledStateRegistration::GetRegisteredWidgetState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called on widget registration to correctly initialize widget state based on the current widget
UMG
virtual bool GetRegisteredWidgetState ( const [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget ) const
[]
StateName
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
UMG
static const [FName](API\Runtime\Core\UObject\FName) StateName = FName("Disabled");
[]
UWidgetDisabledStateRegistration
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
UMG
class UWidgetDisabledStateRegistration : public [UWidgetBinaryStateRegistration](API\Runtime\UMG\Binding\States\UWidgetBinaryStateRegistration)
[ { "type": "friend", "name": "UWidgetStateSettings", "description": "" } ]
UWidgetEnumStateRegistration::GetRegisteredWidgetUsesState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called on widget registration to determine if this widget uses the given state
UMG
virtual bool GetRegisteredWidgetUsesState ( const [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget ) const
[]
UWidgetEnumStateRegistration::GetRegisteredWidgetState
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called on widget registration to correctly initialize widget state based on the current widget
UMG
virtual uint8 GetRegisteredWidgetState ( const [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget ) const
[]
UWidgetEnumStateRegistration::GetStateName
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called once during WidgetStateSettings initialization to get this widget state's name
UMG
virtual [FName](API\Runtime\Core\UObject\FName) GetStateName() const
[]
UWidgetEnumStateRegistration::InitializeStaticBitfields
/Engine/Source/Runtime/UMG/Public/Binding/States/WidgetStateRegistration.h
Called to give CDO chance to initialize any static state bitfields that might be declared for convenience
UMG
virtual void InitializeStaticBitfields() const
[]