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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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
UUserWidget::NativeOnFocusLost
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeOnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )
[]
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 )
[]
UUserWidget::NativeOnInitialized
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeOnInitialized()
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
UUserWidget::NativeOnMouseCaptureLost
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeOnMouseCaptureLost ( const [FCaptureLostEvent](API\Runtime\SlateCore\Input\FCaptureLostEvent) & CaptureLostEvent )
[]
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 )
[]
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 )
[]
UUserWidget::NativeOnMouseLeave
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeOnMouseLeave ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
UUserWidget::NativeOnRemovedFromFocusPath
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeOnRemovedFromFocusPath ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
UUserWidget::NativePreConstruct
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativePreConstruct()
[]
UUserWidget::NativeSupportsCustomNavigation
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual bool NativeSupportsCustomNavigation() const
[]
UUserWidget::NativeSupportsKeyboardFocus
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual bool NativeSupportsKeyboardFocus() const
[]
UUserWidget::NativeTick
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void NativeTick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, float InDeltaTime )
[]
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 )
[]
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 )
[]
UUserWidget::OnDesignerChanged
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
virtual void OnDesignerChanged ( const [FDesignerChangedEventArgs](API\Runtime\UMG\Components\FDesignerChangedEventArgs) & EventArgs )
[]
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 )
[]
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
[]
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 )
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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 )
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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 )
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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 )
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UUserWidget::OnWidgetRebuilt
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Function called after the underlyingSWidgetis constructed.
UMG
virtual void OnWidgetRebuilt()
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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 )
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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()
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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 )
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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 )
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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 )
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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()
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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()
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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 )
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UUserWidget::RemoveExtensions
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Remove all extensions of the requested type.
UMG
template<typename ExtensionType> void RemoveExtensions()
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UUserWidget::RemoveFromViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Removes the widget from the viewport.
UMG
void RemoveFromViewport()
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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 )
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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 )
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UUserWidget::SetAlignmentInViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void SetAlignmentInViewport ( FVector2D Alignment )
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