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USlateBlueprintLibrary::TransformVectorAbsoluteToLocal
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
UMG
static FVector2D TransformVectorAbsoluteToLocal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D AbsoluteVector )
[]
USlateBlueprintLibrary::TransformVectorLocalToAbsolute
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
UMG
static FVector2D TransformVectorLocalToAbsolute ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D LocalVector )
[]
USlateBlueprintLibrary::USlateBlueprintLibrary
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
UMG
USlateBlueprintLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USlateBlueprintLibrary
/Engine/Source/Runtime/UMG/Public/Blueprint/SlateBlueprintLibrary.h
UMG
class USlateBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UUserListEntry::UUserListEntry
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
UMG
UUserListEntry ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UUserListEntry
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
ITypedUMGListView
UMG
class UUserListEntry : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UUserListEntryLibrary::GetOwningListView
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Returns the list view that contains this entry.
UMG
static [UListViewBase](API\Runtime\UMG\Components\UListViewBase) * GetOwningListView ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUserListEntry](API\Runtime\UMG\Blueprint\IUserListEntry) > UserListEntry )
[]
UUserListEntryLibrary::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
static bool IsListItemExpanded ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUserListEntry](API\Runtime\UMG\Blueprint\IUserListEntry) > UserListEntry )
[]
UUserListEntryLibrary::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
static bool IsListItemSelected ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUserListEntry](API\Runtime\UMG\Blueprint\IUserListEntry) > UserListEntry )
[]
UUserListEntryLibrary
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserListEntry.h
Static library to supply "for free" functionality to widgets that implementIUserListEntry
UMG
class UUserListEntryLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UUserObjectListEntry::UUserObjectListEntry
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserObjectListEntry.h
UMG
UUserObjectListEntry ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UUserObjectListEntry
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserObjectListEntry.h
Required interface for anyUUserWidgetclass to be usable as entry widget in a stock UMG list view - ListView, TileView, and TreeView Provides a change event and getter for the object item the entry is assigned to represent by the owning list view (in addition to functionality fromIUserListEntry)
UMG
class UUserObjectListEntry : public [UUserListEntry](API\Runtime\UMG\Blueprint\UUserListEntry)
[]
UUserObjectListEntryLibrary::GetListItemObject
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserObjectListEntry.h
Returns the item in the owning list view that this entry is currently assigned to represent.
UMG
static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetListItemObject ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUserObjectListEntry](API\Runtime\UMG\Blueprint\IUserObjectListEntry) > UserObjectListEntry )
[]
UUserObjectListEntryLibrary
/Engine/Source/Runtime/UMG/Public/Blueprint/IUserObjectListEntry.h
Static library to supply "for free" functionality to widgets that implementIUserListEntry
UMG
class UUserObjectListEntryLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UUserWidget::AddExtension
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Add the extension of the requested type.
UMG
template<typename ExtensionType> ExtensionType * AddExtension()
[]
UUserWidget::AddExtension
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Add the extension of the requested type.
UMG
[UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) * AddExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) > InExtensionType )
[]
UUserWidget::AddToPlayerScreen
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Adds the widget to the game's viewport in a 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 AddToPlayerScreen ( int32 ZOrder )
[]
UUserWidget::AddToViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Adds it to the game's viewport and fills the entire screen, unless SetDesiredSizeInViewport is called to explicitly set the size.
UMG
void AddToViewport ( int32 ZOrder )
[]
UUserWidget::AssignGUIDToBindings
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Add the GUID of each Namedslot widget to its corresponding binding, if any.
UMG
void AssignGUIDToBindings()
[]
UUserWidget::BeginDestroy
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
UMG
virtual void BeginDestroy()
[]
UUserWidget::BindToAnimationEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Allows binding to a specific animation's event.
UMG
void BindToAnimationEvent ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate, EWidgetAnimationEvent AnimationEvent, [FName](API\Runtime\Core\UObject\FName) UserTag )
[]
UUserWidget::BindToAnimationFinished
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Bind an animation finished delegate.
UMG
void BindToAnimationFinished ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )
[]
UUserWidget::BindToAnimationStarted
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Bind an animation started delegate.
UMG
void BindToAnimationStarted ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )
[]
bInitializingFromWidgetTree
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
static uint32 bInitializingFromWidgetTree = 0;
[]
UUserWidget::BroadcastAnimationStateChange
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Broadcast any events based on a state transition for the sequence player, started, finished...etc.
UMG
void BroadcastAnimationStateChange ( const [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) & Player, EWidgetAnimationEvent AnimationEvent )
[]
bTemplateInitializing
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
static bool bTemplateInitializing;
[]
UUserWidget::CancelLatentActions
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Cancels any pending Delays or timer callbacks for this widget.
UMG
void CancelLatentActions()
[]
UUserWidget::Construct
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Called after the underlying slate widget is constructed. Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized.
UMG
void Construct()
[]
UUserWidget::ConditionalTearDownAnimations
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void ConditionalTearDownAnimations()
[]
UUserWidget::CreateWidgetInstance
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [UWidget](API\Runtime\UMG\Components\UWidget) & OwningWidget, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )
[]
UUserWidget::CreateWidgetInstance
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) & OwningWidgetTree, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )
[]
UUserWidget::CreateWidgetInstance
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) & OwnerPC, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )
[]
UUserWidget::CreateWidgetInstance
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) & GameInstance, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )
[]
UUserWidget::CreateWidgetInstance
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )
[]
UUserWidget::Destruct
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Called when a widget is no longer referenced causing the slate resource to destroyed. Just like Construct this event can be called multiple times.
UMG
void Destruct()
[]
UUserWidget::DisableAnimations
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void DisableAnimations()
[]
UUserWidget::DuplicateAndInitializeFromWidgetTree
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void DuplicateAndInitializeFromWidgetTree ( [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * InWidgetTree, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [UWidget](API\Runtime\UMG\Components\UWidget) * > & NamedSlotContentToMerge )
[]
UUserWidget::FlushAnimations
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Flushes all animations on all widgets to guarantee that any queued updates are processed before this call returns
UMG
void FlushAnimations()
[]
FNativeOnVisibilityChangedEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
class FNativeOnVisibilityChangedEvent : public TBaseMulticastDelegate_OneParam< void, ESlateVisibility >
[]
UUserWidget::GetAlignmentInViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
FVector2D GetAlignmentInViewport() const
[]
UUserWidget::GetAnchorsInViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
[FAnchors](API\Runtime\Slate\Widgets\Layout\FAnchors) GetAnchorsInViewport() const
[]
UUserWidget::GetColorAndOpacity
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the tint of the widget.
UMG
const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetColorAndOpacity() const
[]
UUserWidget::GetAnimationCurrentTime
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the current time of the animation in this widget the current time of the animation.
UMG
float GetAnimationCurrentTime ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation ) const
[]
UUserWidget::GetContentForSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the widget for a given slot by name, will return nullptr if no widget is in the slot.
UMG
virtual [UWidget](API\Runtime\UMG\Components\UWidget) * GetContentForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName ) const
[]
UUserWidget::GetDesiredFocusWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
The Widget that should receive focus when this UserWidget gets focus.
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * GetDesiredFocusWidget() const
[]
UUserWidget::GetDesiredTickFrequency
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
EWidgetTickFrequency GetDesiredTickFrequency() const
[]
UUserWidget::GetDesiredFocusWidgetName
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
The Name of the Widget that should receive focus when this UserWidget gets focus.
UMG
[FName](API\Runtime\Core\UObject\FName) GetDesiredFocusWidgetName() const
[]
UUserWidget::GetExtension
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Find the first extension of the requested type.
UMG
template<typename ExtensionType> ExtensionType * GetExtension() const
[]
UUserWidget::GetExtension
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Find the first extension of the requested type.
UMG
[UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) * GetExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) > ExtensionType ) const
[]
UUserWidget::GetExtensions
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Find the extensions of the requested type.
UMG
[TArray](API\Runtime\Core\Containers\TArray)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) * > GetExtensions ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) > ExtensionType ) const
[]
UUserWidget::GetForegroundColor
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit uses this color.
UMG
const [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & GetForegroundColor() const
[]
UUserWidget::GetFullScreenOffset
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Deprecated* GetFullScreenOffset is deprecated. Use the GameViewportSubsystem.
UMG
[FMargin](API\Runtime\SlateCore\Layout\FMargin) GetFullScreenOffset() const
[]
UUserWidget::GetInputActionPriority
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the priority of the input action.
UMG
int32 GetInputActionPriority() const
[]
UUserWidget::GetIsVisible
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Deprecated* GetIsVisible is deprecated. Please use IsInViewport instead.
UMG
bool GetIsVisible() const
[]
UUserWidget::GetMinimumDesiredSize
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
FVector2D GetMinimumDesiredSize() const
[]
UUserWidget::GetOrAddSequencePlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
[UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * GetOrAddSequencePlayer ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation )
[]
UUserWidget::GetOwningLocalPlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the local player associated with this UI. The owning local player.
UMG
virtual [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetOwningLocalPlayer() const
[]
UUserWidget::GetOwningLocalPlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the local player associated with this UI cast to the template type. The owning local player. May be NULL if the cast fails.
UMG
template<class T> virtual T * GetOwningLocalPlayer() const
[]
UUserWidget::GetOwningPlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the player controller associated with this UI. The player controller that owns the UI.
UMG
virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetOwningPlayer() const
[]
UUserWidget::GetOwningPlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the player controller associated with this UI cast to the template type. The player controller that owns the UI. May be NULL if the cast fails.
UMG
template<class T> virtual T * GetOwningPlayer() const
[]
UUserWidget::GetOwningPlayerCameraManager
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the player camera manager associated with this UI. Gets the owning player camera manager that's owned by the player controller assigned to this widget.
UMG
[APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * GetOwningPlayerCameraManager() const
[]
UUserWidget::GetOwningPlayerCameraManager
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the player camera manager associated with this UI cast to the template type. Gets the owning player camera manager that's owned by the player controller assigned to this widget. May be NULL if the cast fails.
UMG
template<class T> T * GetOwningPlayerCameraManager() const
[]
UUserWidget::GetOwningPlayerPawn
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the player pawn associated with this UI cast to the template type. Gets the owning player pawn that's owned by the player controller assigned to this widget. May be NULL if the cast fails.
UMG
template<class T> T * GetOwningPlayerPawn() const
[]
UUserWidget::GetOwningPlayerPawn
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the player pawn associated with this UI. Gets the owning player pawn that's owned by the player controller assigned to this widget.
UMG
[APawn](API\Runtime\Engine\GameFramework\APawn) * GetOwningPlayerPawn() const
[]
UUserWidget::GetOwningPlayerState
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Get the owning player's PlayerState. const APlayerState*
UMG
template<class TPlayerState> TPlayerState * GetOwningPlayerState ( bool bChecked ) const
[]
UUserWidget::GetPadding
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the padding for the user widget.
UMG
[FMargin](API\Runtime\SlateCore\Layout\FMargin) GetPadding() const
[]
UUserWidget::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UUserWidget::GetPlayerContext
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the player context associated with this UI.
UMG
const [FLocalPlayerContext](API\Runtime\Engine\Engine\FLocalPlayerContext) & GetPlayerContext() const
[]
UUserWidget::GetRootWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
The rootUObjectwidget wrapper
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * GetRootWidget() const
[]
UUserWidget::GetSequencePlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
[UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * GetSequencePlayer ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation ) const
[]
UUserWidget::GetSlateWidgetFromName
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
The slate widget corresponding to a given name
UMG
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetSlateWidgetFromName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const
[]
UUserWidget::GetSlotNames
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets the names for slots that we can store widgets into.
UMG
virtual void GetSlotNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SlotNames ) const
[]
UUserWidget::GetWidgetFromName
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
The uobject widget corresponding to a given name
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * GetWidgetFromName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const
[]
UUserWidget::GetWidgetHandle
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
TheUObjectwrapper for a givenSWidget
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * GetWidgetHandle ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget )
[]
UUserWidget::GetWidgetTreeOwningClass
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Returns the BlueprintGeneratedClass that generated the WidgetTree. A child UserWidget that extends a parent UserWidget will not have a new WidgetTree. The child UserWidget will have the same WidgetTree as the parent UserWidget. This function returns the parent UserWidget's BlueprintClass.
UMG
[UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * GetWidgetTreeOwningClass() const
[]
UUserWidget::GetWorld
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
UUserWidget::InitializeInputComponent
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void InitializeInputComponent()
[]
UUserWidget::InitializeNamedSlots
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void InitializeNamedSlots()
[]
UUserWidget::InitializeNativeClassData
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
The function is implemented only in nativized widgets (automatically converted from BP to c++)
UMG
virtual void InitializeNativeClassData()
[]
UUserWidget::Invalidate
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void Invalidate ( EInvalidateWidgetReason InvalidateReason )
[]
UUserWidget::IsAnimationPlaying
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets whether an animation is currently playing on this widget. True if the animation is currently playing
UMG
bool IsAnimationPlaying ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation ) const
[]
UUserWidget::IsAnimationPlayingForward
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Returns true if the animation is currently playing forward, false otherwise.
UMG
bool IsAnimationPlayingForward ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation )
[]
UUserWidget::IsAnyAnimationPlaying
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
True if any animation is currently playing
UMG
bool IsAnyAnimationPlaying() const
[]
UUserWidget::Initialize
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual bool Initialize()
[]
UUserWidget::IsAsset
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Returns true if this object is considered an asset.
UMG
virtual bool IsAsset() const
[]
UUserWidget::IsEditorUtility
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Is this widget an editor utility widget.
UMG
virtual bool IsEditorUtility() const
[]
UUserWidget::IsFocusable
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets whether this widget to accept focus when clicked, or when navigated to.
UMG
bool IsFocusable() const
[]
UUserWidget::IsInputActionBlocking
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Returns whether the input action is blocking.
UMG
bool IsInputActionBlocking() const
[]
UUserWidget::IsInteractable
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Gets a value indicating if the widget is interactive.
UMG
bool IsInteractable() const
[]
UUserWidget::IsListeningForInputAction
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Checks if the action has a registered callback with the input component.
UMG
bool IsListeningForInputAction ( [FName](API\Runtime\Core\UObject\FName) ActionName ) const
[]
UUserWidget::IsPlayingAnimation
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Are we currently playing any animations?
UMG
bool IsPlayingAnimation() const
[]
UUserWidget::K2_Gate_ColorAndOpacity
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
[FLinearColor](API\Runtime\Core\Math\FLinearColor) K2_Gate_ColorAndOpacity()
[]
UUserWidget::K2_Gate_ForegroundColor
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
[FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) K2_Gate_ForegroundColor()
[]
UUserWidget::ListenForInputAction
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Listens for a particular Player Input Action by name. This requires that those actions are being executed, and that we're not currently in UI-Only Input Mode.
UMG
void ListenForInputAction ( [FName](API\Runtime\Core\UObject\FName) ActionName, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EInputEvent > EventType, bool bConsume, [FOnInputAction](API\Runtime\UMG\Blueprint\FOnInputAction) Callback )
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UUserWidget::NativeConstruct
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeConstruct()
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UUserWidget::NativeDestruct
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeDestruct()
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UUserWidget::NativeOnAddedToFocusPath
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeOnAddedToFocusPath ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )
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UUserWidget::NativeOnCursorQuery
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) NativeOnCursorQuery ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InCursorEvent )
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UUserWidget::NativeIsInteractable
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual bool NativeIsInteractable() const
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UUserWidget::NativeOnAnalogValueChanged
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnAnalogValueChanged ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogEvent )
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