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UUserWidget::NativeOnDragCancelled | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnDragCancelled ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation ) | [] |
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UUserWidget::NativeOnDragDetected | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnDragDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) *& OutOperation ) | [] |
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UUserWidget::NativeOnDragEnter | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnDragEnter ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation ) | [] |
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UUserWidget::NativeOnDragLeave | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation ) | [] |
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UUserWidget::NativeOnDrop | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual bool NativeOnDrop ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation ) | [] |
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UUserWidget::NativeOnFocusChanging | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnFocusChanging ( const [FWeakWidgetPath](API\Runtime\SlateCore\Layout\FWeakWidgetPath) & PreviousFocusPath, const [FWidgetPath](API\Runtime\SlateCore\Layout\FWidgetPath) & NewWidgetPath, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent ) | [] |
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UUserWidget::NativeOnFocusLost | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent ) | [] |
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UUserWidget::NativeOnFocusReceived | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnFocusReceived ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent ) | [] |
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UUserWidget::NativeOnInitialized | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnInitialized() | [] |
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UUserWidget::NativeOnKeyChar | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnKeyChar ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) & InCharEvent ) | [] |
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UUserWidget::NativeOnKeyDown | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent ) | [] |
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UUserWidget::NativeOnKeyUp | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnKeyUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent ) | [] |
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UUserWidget::NativeOnMotionDetected | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMotionDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FMotionEvent](API\Runtime\SlateCore\Input\FMotionEvent) & InMotionEvent ) | [] |
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UUserWidget::NativeOnMouseButtonDoubleClick | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseButtonDoubleClick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
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UUserWidget::NativeOnMouseButtonDown | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
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UUserWidget::NativeOnMouseButtonUp | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseButtonUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
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UUserWidget::NativeOnMouseCaptureLost | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnMouseCaptureLost ( const [FCaptureLostEvent](API\Runtime\SlateCore\Input\FCaptureLostEvent) & CaptureLostEvent ) | [] |
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UUserWidget::NativeOnMouseEnter | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnMouseEnter ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
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UUserWidget::NativeOnDragOver | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual bool NativeOnDragOver ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation ) | [] |
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UUserWidget::NativeOnMouseLeave | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnMouseLeave ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
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UUserWidget::NativeOnMouseMove | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseMove ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
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UUserWidget::NativeOnMouseWheel | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseWheel ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
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UUserWidget::NativeOnNavigation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) NativeOnNavigation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & InNavigationEvent ) | [] |
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UUserWidget::NativeOnNavigation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) NativeOnNavigation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & InNavigationEvent, const [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) & InDefaultReply ) | [] |
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UUserWidget::NativeOnPreviewMouseButtonDown | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnPreviewMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
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UUserWidget::NativeOnPreviewKeyDown | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnPreviewKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent ) | [] |
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UUserWidget::NativeOnRemovedFromFocusPath | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeOnRemovedFromFocusPath ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent ) | [] |
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UUserWidget::NativeOnTouchEnded | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchEnded ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent ) | [] |
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UUserWidget::NativeOnTouchForceChanged | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchForceChanged ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & TouchEvent ) | [] |
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UUserWidget::NativeOnTouchGesture | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchGesture ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent ) | [] |
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UUserWidget::NativeOnTouchMoved | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchMoved ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent ) | [] |
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UUserWidget::NativePaint | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Native implemented paint function for the Widget Returns the maximum LayerID painted on | UMG | virtual int32 NativePaint ( 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 | [] |
UUserWidget::NativeOnTouchStarted | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchStarted ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent ) | [] |
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UUserWidget::NativePreConstruct | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativePreConstruct() | [] |
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UUserWidget::NativeSupportsCustomNavigation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual bool NativeSupportsCustomNavigation() const | [] |
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UUserWidget::NativeSupportsKeyboardFocus | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual bool NativeSupportsKeyboardFocus() const | [] |
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UUserWidget::NativeTick | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void NativeTick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, float InDeltaTime ) | [] |
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UUserWidget::OnAddedToFocusPath | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | If focus is gained on on this widget or on a child widget and this widget is added to the focus path, and wasn't previously part of it, this event is called. | UMG | void OnAddedToFocusPath ( [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) InFocusEvent ) | [] |
UUserWidget::OnAnalogValueChanged | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when an analog value changes on a button that supports analog
Returns whether the event was handled, along with other possible actions | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnAnalogValueChanged ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) InAnalogInputEvent ) | [] |
UUserWidget::OnAnimationFinished | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when an animation has either played all the way through or is stopped | UMG | void OnAnimationFinished ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation ) | [] |
UUserWidget::OnAnimationFinishedPlaying | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when a sequence player is finished playing an animation | UMG | virtual void OnAnimationFinishedPlaying ( [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) & Player ) | [] |
UUserWidget::OnAnimationFinished_Implementation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void OnAnimationFinished_Implementation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation ) | [] |
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UUserWidget::OnAnimationStarted | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when an animation is started. | UMG | void OnAnimationStarted ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation ) | [] |
UUserWidget::OnAnimationStartedPlaying | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when a sequence player is finished playing an animation | UMG | virtual void OnAnimationStartedPlaying ( [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) & Player ) | [] |
UUserWidget::OnAnimationStarted_Implementation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void OnAnimationStarted_Implementation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation ) | [] |
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UUserWidget::OnDesignerChanged | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void OnDesignerChanged ( const [FDesignerChangedEventArgs](API\Runtime\UMG\Components\FDesignerChangedEventArgs) & EventArgs ) | [] |
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UUserWidget::OnDragCancelled | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when the user cancels the drag operation, typically when they simply release the mouse button after beginning a drag operation, but failing to complete the drag. | UMG | void OnDragCancelled ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation ) | [] |
UUserWidget::OnDragDetected | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | FCursorReplyOnCursorQuery(FGeometry MyGeometry, const FPointerEvent& CursorEvent) const; TODO virtual bool OnVisualizeTooltip(const TSharedPtr& TooltipContent); Called when Slate detects that a widget started to be dragged. | UMG | void OnDragDetected ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) *& Operation ) | [] |
UUserWidget::OnDragEnter | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called during drag and drop when the drag enters the widget. | UMG | void OnDragEnter ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation ) | [] |
UUserWidget::OnDragLeave | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called during drag and drop when the drag leaves the widget. | UMG | void OnDragLeave ( [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation ) | [] |
UUserWidget::OnDragOver | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called during drag and drop when the the mouse is being dragged over a widget.
'true' to indicate that you handled the drag over operation. Returning 'false' will cause the operation to continue to bubble up. | UMG | bool OnDragOver ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation ) | [] |
UUserWidget::OnDrop | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when the user is dropping something onto a widget. Ends the drag and drop operation, even if no widget handles this.
'true' to indicate you handled the drop operation. | UMG | bool OnDrop ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation ) | [] |
UUserWidget::OnFocusLost | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when this widget loses focus. This event does not bubble. | UMG | void OnFocusLost ( [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) InFocusEvent ) | [] |
UUserWidget::OnFocusReceived | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when keyboard focus is given to this widget. This event does not bubble.
Returns whether the event was handled, along with other possible actions | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnFocusReceived ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) InFocusEvent ) | [] |
UUserWidget::OnInitialized | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called once only at game time on non-template instances. While Construct/Destruct pertain to the underlying Slate, this is called only once for theUUserWidget. If you have one-time things to establish up-front (like binding callbacks to events on BindWidget properties), do so here. | UMG | void OnInitialized() | [] |
UUserWidget::OnInputAction | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | void OnInputAction ( [FOnInputAction](API\Runtime\UMG\Blueprint\FOnInputAction) Callback ) | [] |
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UUserWidget::OnKeyChar | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called after a character is entered while this widget has focus
Returns whether the event was handled, along with other possible actions | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnKeyChar ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) InCharacterEvent ) | [] |
UUserWidget::OnKeyDown | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called after a key (keyboard, controller, ...) is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnKeyDown ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) InKeyEvent ) | [] |
UUserWidget::OnKeyUp | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called after a key (keyboard, controller, ...) is released when this widget has focus
Returns whether the event was handled, along with other possible actions | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnKeyUp ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) InKeyEvent ) | [] |
UUserWidget::OnMotionDetected | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller. | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMotionDetected ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FMotionEvent](API\Runtime\SlateCore\Input\FMotionEvent) InMotionEvent ) | [] |
UUserWidget::OnMouseButtonDoubleClick | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when a mouse button is double clicked. Override this in derived classes.
Returns whether the event was handled, along with other possible actions | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMouseButtonDoubleClick ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) InMyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent ) | [] |
UUserWidget::OnMouseButtonDown | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | 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. | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMouseButtonDown ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) | [] |
UUserWidget::OnMouseButtonUp | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action. | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMouseButtonUp ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) | [] |
UUserWidget::OnMouseCaptureLost | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when mouse capture is lost if it was owned by this widget. | UMG | void OnMouseCaptureLost() | [] |
UUserWidget::OnMouseEnter | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | The system will use this event to notify a widget that the cursor has entered it. This event is NOT bubbled. | UMG | void OnMouseEnter ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) | [] |
UUserWidget::OnMouseLeave | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | The system will use this event to notify a widget that the cursor has left it. This event is NOT bubbled. | UMG | void OnMouseLeave ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) | [] |
UUserWidget::OnMouseMove | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action. | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMouseMove ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) | [] |
UUserWidget::OnMouseWheel | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when the mouse wheel is spun. This event is bubbled.
Returns whether the event was handled, along with other possible actions | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMouseWheel ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) | [] |
UUserWidget::OnPaint | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | void OnPaint ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context ) const | [] |
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UUserWidget::OnPreviewKeyDown | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.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 | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnPreviewKeyDown ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) InKeyEvent ) | [] |
UUserWidget::OnPreviewMouseButtonDown | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Use this event sparingly as preview events generally make UIs more difficult to reason about.
Whether the event was handled along with possible requests for the system to take action. | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnPreviewMouseButtonDown ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) | [] |
UUserWidget::OnRemovedFromFocusPath | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | If focus is lost on on this widget or on a child widget and this widget is no longer part of the focus path. | UMG | void OnRemovedFromFocusPath ( [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) InFocusEvent ) | [] |
UUserWidget::OnTouchEnded | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when a touchpad touch is ended (finger lifted) | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnTouchEnded ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent ) | [] |
UUserWidget::OnTouchForceChanged | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when a touchpad force has changed (user pressed down harder or let up) | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnTouchForceChanged ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent ) | [] |
UUserWidget::OnTouchGesture | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when the user performs a gesture on trackpad. This event is bubbled.
Returns whether the event was handled, along with other possible actions | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnTouchGesture ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & GestureEvent ) | [] |
UUserWidget::OnTouchMoved | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when a touchpad touch is moved (finger moved) | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnTouchMoved ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent ) | [] |
UUserWidget::OnTouchStarted | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when a touchpad touch is started (finger down) | UMG | [FEventReply](API\Runtime\UMG\Components\FEventReply) OnTouchStarted ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent ) | [] |
UUserWidget::OnWidgetRebuilt | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Function called after the underlyingSWidgetis constructed. | UMG | virtual void OnWidgetRebuilt() | [] |
UUserWidget::PauseAnimation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Pauses an already running animation in this widget
the time point the animation was at when it was paused, relative to its start position. Use this as the StartAtTime when you trigger PlayAnimation. | UMG | float PauseAnimation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation ) | [] |
UUserWidget::PlayAnimation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Plays an animation in this widget a specified number of times | UMG | [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * PlayAnimation ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float StartAtTime, int32 NumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) PlayMode, float PlaybackSpeed, bool bRestoreState ) | [] |
UUserWidget::PlayAnimationForward | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Plays an animation on this widget relative to it's current state forward. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction. | UMG | [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * PlayAnimationForward ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float PlaybackSpeed, bool bRestoreState ) | [] |
UUserWidget::PlayAnimationReverse | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Plays an animation on this widget relative to it's current state in reverse. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction. | UMG | [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * PlayAnimationReverse ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float PlaybackSpeed, bool bRestoreState ) | [] |
UUserWidget::PlayAnimationTimeRange | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Plays an animation in this widget a specified number of times stopping at a specified time | UMG | [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * PlayAnimationTimeRange ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float StartAtTime, float EndAtTime, int32 NumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) PlayMode, float PlaybackSpeed, bool bRestoreState ) | [] |
UUserWidget::PlaySound | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Plays a sound through the UI | UMG | void PlaySound ( class [USoundBase](API\Runtime\Engine\Sound\USoundBase) * SoundToPlay ) | [] |
UUserWidget::PostDuplicate | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case. | UMG | virtual void PostDuplicate ( bool bDuplicateForPIE ) | [] |
UUserWidget::PostEditChangeProperty | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Called when a property on this object has been modified externally | UMG | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UUserWidget::PostLoad | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread. | UMG | virtual void PostLoad() | [] |
UUserWidget::PostTickActionsAndAnimation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Ticks the active sequences and latent actions that have been scheduled for this Widget. | UMG | void PostTickActionsAndAnimation ( float InDeltaTime ) | [] |
UUserWidget::PreConstruct | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off PreConstruct evaluation in the Widget Designer settings in the Editor Preferences. | UMG | void PreConstruct ( bool IsDesignTime ) | [] |
UUserWidget::PreSave | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Objects created from within PreSave will NOT have PreSave called on them!!! | UMG | virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext ) | [] |
UUserWidget::RebuildWidget | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed. | UMG | virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget() | [] |
UUserWidget::RegisterInputComponent | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | ListenForInputAction will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening. | UMG | void RegisterInputComponent() | [] |
UUserWidget::ReleaseSlateResources | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | virtual void ReleaseSlateResources ( bool bReleaseChildren ) | [] |
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UUserWidget::RemoveExtension | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Remove the extension. | UMG | void RemoveExtension ( [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) * InExtension ) | [] |
UUserWidget::RemoveExtensions | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Remove all extensions of the requested type. | UMG | template<typename ExtensionType> void RemoveExtensions() | [] |
UUserWidget::RemoveFromViewport | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Removes the widget from the viewport. | UMG | void RemoveFromViewport() | [] |
UUserWidget::RemoveExtensions | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | Remove all extensions of the requested type. | UMG | void RemoveExtensions ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) > InExtensionType ) | [] |
UUserWidget::RemoveObsoleteBindings | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | void RemoveObsoleteBindings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & NamedSlots ) | [] |
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UUserWidget::ReverseAnimation | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | If an animation is playing, this function will reverse the playback. | UMG | void ReverseAnimation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation ) | [] |
UUserWidget::SetAlignmentInViewport | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h | UMG | void SetAlignmentInViewport ( FVector2D Alignment ) | [] |
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