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FGameViewportWidgetSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
The default value fills the entire screen / player region.
UMG
struct FGameViewportWidgetSlot
[ { "type": "FVector2D", "name": "Alignment", "description": "" }, { "type": "FAnchors", "name": "Anchors", "description": "" }, { "type": "FMargin", "name": "Offsets", "description": "" }, { "type": "int32", "name": "ZOrder", "description": "The higher the number, the more on top this widget will be." } ]
FNamedSlotBinding::FNamedSlotBinding
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
FNamedSlotBinding()
[]
FNamedSlotBinding
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
struct FNamedSlotBinding
[ { "type": "TObjectPtr<UWi...", "name": "Content", "description": "" }, { "type": "FGuid", "name": "Guid", "description": "GUID of the NamedSlot is used as a secondary identifier to find a binding in case the name of NamedSlot has changed." }, { "type": "FName", "name": "Name", "description": "" } ]
FOnDragDropMulticast
/Engine/Source/Runtime/UMG/Public/Blueprint/DragDropOperation.h
UMG
class FOnDragDropMulticast
[]
FOnConstructEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
class FOnConstructEvent
[]
FOnInputAction
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
class FOnInputAction
[]
FOnVisibilityChangedEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
class FOnVisibilityChangedEvent
[]
FPaintContext::operator=
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
We override the assignment operator to allow generated code to compile with the const ref member.
UMG
void operator= ( const [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Other )
[]
FPaintContext::FPaintContext
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Don't ever use this constructor. Needed for code generation.
UMG
FPaintContext()
[]
FPaintContext::FPaintContext
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
FPaintContext ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InAllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InMyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InOutDrawElements, const int32 InLayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, const bool bInParentEnabled )
[]
FPaintContext
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
The state passed into OnPaint that we can expose as a single painting structure to blueprints to allow script code to override OnPaint behavior.
UMG
struct FPaintContext
[ { "type": "constFGeometry...", "name": "AllottedGeometry", "description": "" }, { "type": "bool", "name": "bParentEnabled", "description": "" }, { "type": "int32", "name": "LayerId", "description": "" }, { "type": "int32", "name": "MaxLayer", "description": "" }, { "type": "constFSlateRec...", "name": "MyCullingRect", "description": "" }, { "type": "FSlateWindowEle...", "name": "OutDrawElements", "description": "" }, { "type": "constFWidgetSt...", "name": "WidgetStyle", "description": "" } ]
FUserWidgetPool::AddReferencedObjects
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Report any references to UObjects to the reference collector (only necessary if this is not already a UPROPERTY)
UMG
void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FUserWidgetPool::GetActiveWidgets
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
UMG
const [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > & GetActiveWidgets() const
[]
FUserWidgetPool::GetOrCreateInstance
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Gets an instance of a widget of the given class. The underlying slate is stored automatically as well, so the returned widget is fully constructed and GetCachedWidget will return a validSWidget.
UMG
template<typename UserWidgetT> UserWidgetT * GetOrCreateInstance ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< UserWidgetT > WidgetClass )
[]
FUserWidgetPool::GetOrCreateInstance
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Gets an instance of the widget this factory is for with a custom underlyingSObjectWidgettype
UMG
template<typename UserWidgetT> UserWidgetT * GetOrCreateInstance ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< UserWidgetT > WidgetClass, [WidgetConstructFunc](API\Runtime\UMG\Blueprint\FUserWidgetPool\WidgetConstructFunc) ConstructWidgetFunc )
[]
FUserWidgetPool::IsInitialized
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
UMG
bool IsInitialized() const
[]
FUserWidgetPool::RebuildWidgets
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Triggers RebuildWidget on all currently active UserWidget instances
UMG
void RebuildWidgets()
[]
FUserWidgetPool::Release
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Return a widget object to the pool, allowing it to be reused in the future
UMG
void Release ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, bool bReleaseSlate )
[]
FUserWidgetPool::Release
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Return a widget object to the pool, allowing it to be reused in the future
UMG
void Release ( [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > Widgets, bool bReleaseSlate )
[]
FUserWidgetPool::ReleaseAll
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Returns all active widget objects to the inactive pool and optionally destroys all cached underlying slate widgets.
UMG
void ReleaseAll ( bool bReleaseSlate )
[]
FUserWidgetPool::ReleaseAllSlateResources
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Reset of all cached underlying Slate widgets, but not the activeUUserWidgetobjects
UMG
void ReleaseAllSlateResources()
[]
FUserWidgetPool::ReleaseInactiveSlateResources
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Reset of all cached underlying Slate widgets, only for inactive widgets in the pool.
UMG
void ReleaseInactiveSlateResources()
[]
FUserWidgetPool::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Deprecated* Use ReleaseAllSlateResources instead.
UMG
void ReleaseSlateResources()
[]
FUserWidgetPool::ResetPool
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
Full reset of all created widget objects (and any cached underlying slate)
UMG
void ResetPool()
[]
FUserWidgetPool::SetDefaultPlayerController
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
In the case a pool has no owner widget, a default player controller can optionally be specified allowing greater control in split screen scenarios. The following priority rules are applied when determining the controller which should own created widgets: Controller of owning widget (if set) > Default player controller (if set) > First local player controller from world.
UMG
void SetDefaultPlayerController ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * InDefaultPlayerController )
[]
FUserWidgetPool::SetWorld
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
In the case that you don't have an owner widget, you should set a world to your pool, or it won't be able to construct widgets.
UMG
void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OwningWorld )
[]
WidgetConstructFunc
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
UMG
typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SObjectWidget](API\Runtime\UMG\Slate\SObjectWidget) >([UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) *, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >)> WidgetConstructFunc
[]
FUserWidgetPool::FUserWidgetPool
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
UMG
FUserWidgetPool()
[]
FUserWidgetPool::FUserWidgetPool
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
UMG
FUserWidgetPool ( [UWidget](API\Runtime\UMG\Components\UWidget) & InOwningWidget )
[]
FUserWidgetPool::~FUserWidgetPool
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
UMG
~FUserWidgetPool()
[]
FUserWidgetPool
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetPool.h
UDynamicEntryBox
UMG
struct FUserWidgetPool
[]
FGetAssetTags
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Delegate for generating widget asset registry tags.
UMG
typedef TMulticastDelegate_TwoParams< void, const [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) *, [TArray](API\Runtime\Core\Containers\TArray)< [UObject::FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & > FGetAssetTags
[]
GetAssetTags
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Called byUWidgetBlueprintGeneratedClass::GetAssetRegistryTags()
UMG
static [FGetAssetTags](API\Runtime\UMG\Blueprint\FWidgetBlueprintGeneratedClassDe-\FGetAssetTags) GetAssetTags;
[]
FWidgetBlueprintGeneratedClassDelegates
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
class FWidgetBlueprintGeneratedClassDelegates
[]
FWidgetChild::GetFName
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetChild.h
UMG
[FName](API\Runtime\Core\UObject\FName) GetFName() const
[]
FWidgetChild::Resolve
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetChild.h
Resolves the Widget ptr using it's name.
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * Resolve ( const class [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * WidgetTree )
[]
FWidgetChild::GetWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetChild.h
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * GetWidget() const
[]
FWidgetChild::FWidgetChild
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetChild.h
UMG
FWidgetChild ( const class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Outer, [FName](API\Runtime\Core\UObject\FName) InChildName )
[]
FWidgetChild::FWidgetChild
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetChild.h
UMG
FWidgetChild()
[]
FWidgetChild
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetChild.h
Represent a Widget present in the Tree Widget of the UserWidget
UMG
struct FWidgetChild
[]
FWidgetNavigationData::Resolve
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
UMG
void Resolve ( class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Outer, class [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * WidgetTree )
[]
FWidgetNavigationData::TryToRenameBinding
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
UMG
void TryToRenameBinding ( [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )
[]
FWidgetNavigationData
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
UMG
struct FWidgetNavigationData
[ { "type": "FCustomWidgetNa...", "name": "CustomDelegate", "description": "" }, { "type": "EUINavigationRu...", "name": "Rule", "description": "" }, { "type": "TWeakObjectPtr<...", "name": "Widget", "description": "" }, { "type": "FName", "name": "WidgetToFocus", "description": "This either the widget to focus, OR the name of the function to call." } ]
IUserListEntry::BP_OnEntryReleased
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Called when this entry is released from the owning table and no longer represents any list item
UMG
void BP_OnEntryReleased()
[]
IUserListEntry::BP_OnItemExpansionChanged
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Called when the expansion state of the item represented by this entry changes. Tree view entries only.
UMG
void BP_OnItemExpansionChanged ( bool bIsExpanded )
[]
IUserListEntry::BP_OnItemSelectionChanged
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Called when the selection state of the item represented by this entry changes.
UMG
void BP_OnItemSelectionChanged ( bool bIsSelected )
[]
IUserListEntry::GetOwningListView
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Returns the list view that contains this entry.
UMG
[UListViewBase](API\Runtime\UMG\Components\UListViewBase) * GetOwningListView() const
[]
IUserListEntry::IsListItemExpanded
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Returns true if the item represented by this entry is currently expanded and showing its children. Tree view entries only.
UMG
bool IsListItemExpanded() const
[]
IUserListEntry::IsListItemSelectable
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Advanced native-only option for specific rows to preclude themselves from any kind of selection. Intended primarily for category separators and the like. Note that this is only relevant when the row is in a list that allows selection in the first place.
UMG
virtual bool IsListItemSelectable() const
[]
IUserListEntry::IsListItemSelected
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Returns true if the item represented by this entry is currently selected in the owning list view.
UMG
bool IsListItemSelected() const
[]
IUserListEntry::NativeOnEntryReleased
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
UMG
virtual void NativeOnEntryReleased()
[]
IUserListEntry::NativeOnItemExpansionChanged
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
UMG
virtual void NativeOnItemExpansionChanged ( bool bIsExpanded )
[]
IUserListEntry::NativeOnItemSelectionChanged
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
These follow the same pattern as the NativeOn[X] methods inUUserWidget- super calls are expected in order to route the event to BP. See the BP events below for descriptions.
UMG
virtual void NativeOnItemSelectionChanged ( bool bIsSelected )
[]
IUserListEntry::ReleaseEntry
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Functionality largely for "internal" use/plumbing - seeSObjectTableRow's usage. You shouldn't have any cause to call these directly.
UMG
static void ReleaseEntry ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & ListEntryWidget )
[]
IUserListEntry::UpdateItemSelection
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
UMG
static void UpdateItemSelection ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & ListEntryWidget, bool bIsSelected )
[]
IUserListEntry::UpdateItemExpansion
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
UMG
static void UpdateItemExpansion ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & ListEntryWidget, bool bIsExpanded )
[]
IUserListEntry
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
UMG
class IUserListEntry : public [IInterface](API\Runtime\CoreUObject\UObject\IInterface)
[]
IUserObjectListEntry::GetListItem
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserObjectListEntry.h
Returns theUObjectitem in the owningUListViewthat this entry currently represents
UMG
template<typename ItemObjectT> ItemObjectT * GetListItem() const
[]
IUserObjectListEntry::OnListItemObjectSet
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserObjectListEntry.h
Called when this entry is assigned a new item object to represent by the owning list view
UMG
void OnListItemObjectSet ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ListItemObject )
[]
IUserObjectListEntry::NativeOnListItemObjectSet
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserObjectListEntry.h
Follows the same pattern as the NativeOn[X] methods inUUserWidget- super calls are expected in order to route the event to BP.
UMG
virtual void NativeOnListItemObjectSet ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ListItemObject )
[]
IUserObjectListEntry
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserObjectListEntry.h
UMG
class IUserObjectListEntry : public [IUserListEntry](API\Runtime\UMG\Blueprint\IUserListEntry)
[]
UAsyncTaskDownloadImage::DownloadImage
/Engine/Source/Runtime/UMG/Public/Blueprint/AsyncTaskDownloadImage.h
UMG
static [UAsyncTaskDownloadImage](API\Runtime\UMG\Blueprint\UAsyncTaskDownloadImage) * DownloadImage ( [FString](API\Runtime\Core\Containers\FString) URL )
[]
UAsyncTaskDownloadImage::Start
/Engine/Source/Runtime/UMG/Public/Blueprint/AsyncTaskDownloadImage.h
UMG
void Start ( [FString](API\Runtime\Core\Containers\FString) URL )
[]
UAsyncTaskDownloadImage::UAsyncTaskDownloadImage
/Engine/Source/Runtime/UMG/Public/Blueprint/AsyncTaskDownloadImage.h
UMG
UAsyncTaskDownloadImage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAsyncTaskDownloadImage
/Engine/Source/Runtime/UMG/Public/Blueprint/AsyncTaskDownloadImage.h
UMG
class UAsyncTaskDownloadImage : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)
[ { "type": "FDownloadImageD...", "name": "OnFail", "description": "" }, { "type": "FDownloadImageD...", "name": "OnSuccess", "description": "" } ]
UDragDropOperation::DragCancelled
/Engine/Source/Runtime/UMG/Public/Blueprint/DragDropOperation.h
UMG
void DragCancelled ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )
[]
UDragDropOperation::Dragged
/Engine/Source/Runtime/UMG/Public/Blueprint/DragDropOperation.h
UMG
void Dragged ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )
[]
UDragDropOperation::Drop
/Engine/Source/Runtime/UMG/Public/Blueprint/DragDropOperation.h
UMG
void Drop ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )
[]
UDragDropOperation::UDragDropOperation
/Engine/Source/Runtime/UMG/Public/Blueprint/DragDropOperation.h
UMG
UDragDropOperation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDragDropOperation
/Engine/Source/Runtime/UMG/Public/Blueprint/DragDropOperation.h
This class is the base drag drop operation for UMG, extend it to add additional data and add new functionality.
UMG
class UDragDropOperation : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TObjectPtr< cla...", "name": "DefaultDragVisual", "description": "The Drag Visual is the widget to display when dragging the item." }, { "type": "FVector2D", "name": "Offset", "description": "A percentage offset (-1..+1) from the Pivot location, the percentage is of the desired size of the dragged visual." }, { "type": "FOnDragDropMult...", "name": "OnDragCancelled", "description": "" }, { "type": "FOnDragDropMult...", "name": "OnDragged", "description": "" }, { "type": "FOnDragDropMult...", "name": "OnDrop", "description": "" }, { "type": "TObjectPtr<UOb...", "name": "Payload", "description": "The payload of the drag operation." }, { "type": "EDragPivot", "name": "Pivot", "description": "Controls where the drag widget visual will appear when dragged relative to the pointer performing the drag operation." }, { "type": "FString", "name": "Tag", "description": "A simple string tag you can optionally use to provide extra metadata about the operation." } ]
UGameViewportSubsystem::AddWidgetForPlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
Adds the widget to the game's viewport in the section dedicated to the player. This is valuable in a split screen game where you need to only show a widget over a player's portion of the viewport.
UMG
bool AddWidgetForPlayer ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot )
[]
FViewportWidgetList
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
UMG
typedef [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWidget](API\Runtime\UMG\Components\UWidget) >, FSlotInfo > FViewportWidgetList
[]
UGameViewportSubsystem::Deinitialize
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
Implement this for deinitialization of instances of the system
UMG
virtual void Deinitialize()
[]
FWidgetAddedEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
UMG
class FWidgetAddedEvent : public TBaseMulticastDelegate_TwoParams< void, UWidget *, ULocalPlayer * >
[]
FWidgetRemovedEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
UMG
class FWidgetRemovedEvent : public TBaseMulticastDelegate_OneParam< void, UWidget * >
[]
UGameViewportSubsystem::Get
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
UMG
static [UGameViewportSubsystem](API\Runtime\UMG\Blueprint\UGameViewportSubsystem) * Get()
[]
UGameViewportSubsystem::Get
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
UMG
static [UGameViewportSubsystem](API\Runtime\UMG\Blueprint\UGameViewportSubsystem) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )
[]
UGameViewportSubsystem::AddWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
Adds it to the game's viewport.
UMG
bool AddWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot )
[]
UGameViewportSubsystem::IsWidgetAdded
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
true if the widget was added to the viewport using AddWidget or AddWidgetForPlayer.
UMG
bool IsWidgetAdded ( const [UWidget](API\Runtime\UMG\Components\UWidget) * Widget ) const
[]
UGameViewportSubsystem::Initialize
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
Implement this for initialization of instances of the system
UMG
virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )
[]
UGameViewportSubsystem::GetWidgetSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
The slot info from previously added widget or info that is store for later.
UMG
[FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) GetWidgetSlot ( const [UWidget](API\Runtime\UMG\Components\UWidget) * Widget ) const
[]
UGameViewportSubsystem::RemoveWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
Removes the widget from the viewport.
UMG
void RemoveWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UGameViewportSubsystem::SetWidgetSlotDesiredSize
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
Helper function to set the desired size in the viewport for the Slot.
UMG
static [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) SetWidgetSlotDesiredSize ( [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot, FVector2D Size )
[]
UGameViewportSubsystem::SetWidgetSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
Update the slot info of a previously added widget or Store the slot info for later use.
UMG
void SetWidgetSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot )
[]
UGameViewportSubsystem::SetWidgetSlotPosition
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
Helper function to set the position in the viewport for the Slot.
UMG
static [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) SetWidgetSlotPosition ( [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot, const [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, FVector2D Position, bool bRemoveDPIScale )
[]
USlateBlueprintLibrary::AbsoluteToLocal
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. Transforms AbsoluteCoordinate into the local space of this Geometry.
UMG
static FVector2D AbsoluteToLocal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D AbsoluteCoordinate )
[]
USlateBlueprintLibrary::AbsoluteToViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Translates absolute coordinate in desktop space of the geometry provided into local viewport coordinates.
UMG
static void AbsoluteToViewport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector2D AbsoluteDesktopCoordinate, FVector2D & PixelPosition, FVector2D & ViewportPosition )
[]
USlateBlueprintLibrary::GetAbsoluteSize
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Returns the size of the geometry in absolute space.
UMG
static FVector2D GetAbsoluteSize ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry )
[]
USlateBlueprintLibrary::GetLocalSize
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Returns the size of the geometry in local space.
UMG
static FVector2D GetLocalSize ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry )
[]
USlateBlueprintLibrary::EqualEqual_SlateBrush
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Returns whether brushes A and B are identical.
UMG
static bool EqualEqual_SlateBrush ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & A, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & B )
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USlateBlueprintLibrary::GetLocalTopLeft
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Returns the local top/left of the geometry in local space.
UMG
static FVector2D GetLocalTopLeft ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry )
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UGameViewportSubsystem
/Engine/Source/Runtime/UMG/Public/Blueprint/GameViewportSubsystem.h
UMG
class UGameViewportSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)
[ { "type": "FWidgetAddedEve...", "name": "OnWidgetAdded", "description": "" }, { "type": "FWidgetRemovedE...", "name": "OnWidgetRemoved", "description": "" } ]
USlateBlueprintLibrary::IsUnderLocation
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. true if the provided location in absolute coordinates is within the bounds of this geometry.
UMG
static bool IsUnderLocation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, const FVector2D & AbsoluteCoordinate )
[]
USlateBlueprintLibrary::LocalToAbsolute
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. Absolute coordinates
UMG
static FVector2D LocalToAbsolute ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D LocalCoordinate )
[]
USlateBlueprintLibrary::LocalToViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Translates local coordinate of the geometry provided into local viewport coordinates.
UMG
static void LocalToViewport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D LocalCoordinate, FVector2D & PixelPosition, FVector2D & ViewportPosition )
[]
USlateBlueprintLibrary::ScreenToViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Translates a screen position in pixels into the local space of the viewport widget.
UMG
static void ScreenToViewport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector2D ScreenPosition, FVector2D & ViewportPosition )
[]
USlateBlueprintLibrary::ScreenToWidgetAbsolute
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Translates a screen position in pixels into absolute application coordinates. If bIncludeWindowPosition is true, then this method will also remove the game window's position (useful when in windowed mode).
UMG
static void ScreenToWidgetAbsolute ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector2D ScreenPosition, FVector2D & AbsoluteCoordinate, bool bIncludeWindowPosition )
[]
USlateBlueprintLibrary::ScreenToWidgetLocal
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
Translates a screen position in pixels into the local space of a widget with the given geometry. If bIncludeWindowPosition is true, then this method will also remove the game window's position (useful when in windowed mode).
UMG
static void ScreenToWidgetLocal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D ScreenPosition, FVector2D & LocalCoordinate, bool bIncludeWindowPosition )
[]
USlateBlueprintLibrary::TransformScalarAbsoluteToLocal
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
UMG
static float TransformScalarAbsoluteToLocal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, float AbsoluteScalar )
[]
USlateBlueprintLibrary::TransformScalarLocalToAbsolute
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
UMG
static float TransformScalarLocalToAbsolute ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, float LocalScalar )
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