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UUserWidget::SetAnchorsInViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void SetAnchorsInViewport ( [FAnchors](API\Runtime\Slate\Widgets\Layout\FAnchors) Anchors )
[]
UUserWidget::SetAnimationCurrentTime
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the current time of the animation in this widget. Does not change state.
UMG
void SetAnimationCurrentTime ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float InTime )
[]
UUserWidget::SetColorAndOpacity
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the tint of the widget, this affects all child widgets.
UMG
void SetColorAndOpacity ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColorAndOpacity )
[]
UUserWidget::SetContentForSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the widget for a given slot by name.
UMG
virtual void SetContentForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName, [UWidget](API\Runtime\UMG\Components\UWidget) * Content )
[]
UUserWidget::SetDesignerFlags
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the designer flags on the widget.
UMG
virtual void SetDesignerFlags ( EWidgetDesignFlags NewFlags )
[]
UUserWidget::SetDesiredFocusWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the child Widget that should receive focus when this UserWidget gets focus using it's name. True if the Widget is set properly. Will return false if we can't find a child widget with the specified name.
UMG
bool SetDesiredFocusWidget ( [FName](API\Runtime\Core\UObject\FName) WidgetName )
[]
UUserWidget::SetDesiredFocusWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the child Widget that should receive focus when this UserWidget gets focus. True if the Widget is set properly. Will return false if it's not a child of this UserWidget.
UMG
bool SetDesiredFocusWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UUserWidget::SetDesiredSizeInViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void SetDesiredSizeInViewport ( FVector2D Size )
[]
UUserWidget::SetForegroundColor
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.
UMG
void SetForegroundColor ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InForegroundColor )
[]
UUserWidget::SetInputActionBlocking
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void SetInputActionBlocking ( bool bShouldBlock )
[]
UUserWidget::SetInputActionPriority
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void SetInputActionPriority ( int32 NewPriority )
[]
UUserWidget::SetIsFocusable
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void SetIsFocusable ( bool InIsFocusable )
[]
UUserWidget::SetMinimumDesiredSize
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void SetMinimumDesiredSize ( FVector2D InMinimumDesiredSize )
[]
UUserWidget::SetNumLoopsToPlay
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Changes the number of loops to play given a playing animation
UMG
void SetNumLoopsToPlay ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, int32 NumLoopsToPlay )
[]
UUserWidget::SetOwningLocalPlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the player associated with this UI via LocalPlayer reference.
UMG
void SetOwningLocalPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )
[]
UUserWidget::SetOwningPlayer
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the local player associated with this UI via PlayerController reference.
UMG
void SetOwningPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * LocalPlayerController )
[]
UUserWidget::SetPadding
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the padding for the user widget, putting a larger gap between the widget border and it's root widget.
UMG
void SetPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InPadding )
[]
UUserWidget::SetPlaybackSpeed
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Changes the playback rate of a playing animation
UMG
void SetPlaybackSpeed ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float PlaybackSpeed )
[]
UUserWidget::SetPlayerContext
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the player context associated with this UI.
UMG
void SetPlayerContext ( const [FLocalPlayerContext](API\Runtime\Engine\Engine\FLocalPlayerContext) & InPlayerContext )
[]
UUserWidget::SetPositionInViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the widgets position in the viewport.
UMG
void SetPositionInViewport ( FVector2D Position, bool bRemoveDPIScale )
[]
UUserWidget::SetVisibility
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Sets the visibility of the widget.
UMG
virtual void SetVisibility ( ESlateVisibility InVisibility )
[]
UUserWidget::StopAllAnimations
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Stop All actively running animations.
UMG
void StopAllAnimations()
[]
UUserWidget::StopAnimation
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Stops an already running animation in this widget
UMG
void StopAnimation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation )
[]
UUserWidget::StopAnimationsAndLatentActions
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Cancels any pending Delays or timer callbacks for this widget, and stops all active animations on the widget.
UMG
void StopAnimationsAndLatentActions()
[]
UUserWidget::StopListeningForAllInputActions
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Stops listening to all input actions, and unregisters the input component with the player controller.
UMG
void StopListeningForAllInputActions()
[]
UUserWidget::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.
UMG
virtual void SynchronizeProperties()
[]
UUserWidget::StopListeningForInputAction
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Removes the binding for a particular action's callback.
UMG
void StopListeningForInputAction ( [FName](API\Runtime\Core\UObject\FName) ActionName, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EInputEvent > EventType )
[]
UUserWidget::TearDownAnimations
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void TearDownAnimations()
[]
UUserWidget::Tick
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Ticks this widget. Override in derived classes, but always call the parent implementation.
UMG
void Tick ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, float InDeltaTime )
[]
UUserWidget::TickActionsAndAnimation
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Ticks the active sequences and latent actions that have been scheduled for this Widget.
UMG
void TickActionsAndAnimation ( float InDeltaTime )
[]
UUserWidget::UnbindAllFromAnimationFinished
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void UnbindAllFromAnimationFinished ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation )
[]
UUserWidget::UnbindAllFromAnimationStarted
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void UnbindAllFromAnimationStarted ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation )
[]
UUserWidget::UnbindFromAnimationFinished
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Unbind an animation finished delegate.
UMG
void UnbindFromAnimationFinished ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )
[]
UUserWidget::UnbindFromAnimationStarted
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Unbind an animation started delegate.
UMG
void UnbindFromAnimationStarted ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )
[]
UUserWidget::UnregisterInputComponent
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
StopListeningForAllInputActions 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 UnregisterInputComponent()
[]
UUserWidget::UpdateBindingForSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Update the binding for this namedslot if the name is not found but GUID is matched.
UMG
void UpdateBindingForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName )
[]
UUserWidget::UpdateCanTick
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
void UpdateCanTick()
[]
UUserWidget::ValidateBlueprint
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
ValidateCompiledWidgetTree
UMG
void ValidateBlueprint ( const [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) & BlueprintWidgetTree, class [IWidgetCompilerLog](API\Runtime\UMG\Editor\IWidgetCompilerLog) & CompileLog ) const
[]
UUserWidget::ValidateCompiledWidgetTree
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
Tip: If you need to validate properties of BindWidget members, you can search for them by property name within the widget tree.
UMG
virtual void ValidateCompiledWidgetTree ( const [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) & BlueprintWidgetTree, class [IWidgetCompilerLog](API\Runtime\UMG\Editor\IWidgetCompilerLog) & CompileLog ) const
[]
UUserWidget::UUserWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
UMG
UUserWidget ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UUserWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h
A widget that enables UI extensibility through WidgetBlueprint.
UMG
class UUserWidget : public [UWidget](API\Runtime\UMG\Components\UWidget), public [INamedSlotInterface](API\Runtime\UMG\Components\INamedSlotInterface)
[ { "type": "TArray<TObject...", "name": "ActiveSequencePlayers", "description": "All the sequence players currently playing" }, { "type": "TArray<FAnimat...", "name": "AnimationCallbacks", "description": "" }, { "type": "TObjectPtr<UUM...", "name": "AnimationTickManager", "description": "" }, { "type": "uint8: 1", "name": "bHasScriptImplementedPaint", "description": "If a widget has an implemented paint blueprint function" }, { "type": "uint8: 1", "name": "bHasScriptImplementedTick", "description": "If a widget has an implemented tick blueprint function" }, { "type": "FGetLinearColor", "name": "ColorAndOpacityDelegate", "description": "" }, { "type": "EDesignPreviewS...", "name": "DesignSizeMode", "description": "" }, { "type": "FVector2D", "name": "DesignTimeSize", "description": "Stores the design time desired size of the user widget" }, { "type": "FGetSlateColor", "name": "ForegroundColorDelegate", "description": "" }, { "type": "TObjectPtr< cla...", "name": "InputComponent", "description": "" }, { "type": "FLinearColor", "name": "K2_Cache_ColorAndOpacity", "description": "" }, { "type": "FSlateColor", "name": "K2_Cache_ForegroundColor", "description": "" }, { "type": "FNativeOnVisibi...", "name": "OnNativeVisibilityChanged", "description": "" }, { "type": "FOnVisibilityCh...", "name": "OnVisibilityChanged", "description": "Called when the visibility has changed" }, { "type": "FText", "name": "PaletteCategory", "description": "The category this widget appears in the palette." }, { "type": "TObjectPtr<UTe...", "name": "PreviewBackground", "description": "A preview background that you can use when designing the UI to get a sense of scale on the screen." }, { "type": "TArray<TObject...", "name": "StoppedSequencePlayers", "description": "List of sequence players to cache and clean up when safe" }, { "type": "friend", "name": "UUMGSequencePlayer", "description": "The sequence player is a friend because we need to be alerted when animations start and finish without going through the normal event callbacks as people have a tendency to RemoveAll(this), which would permanently disable callbacks that are critical for UserWidget's base class - so rather we just directly report to the owning UserWidget of state transitions." }, { "type": "friend", "name": "UUMGSequenceTickManager", "description": "" }, { "type": "TObjectPtr<UWi...", "name": "WidgetTree", "description": "The widget tree contained inside this user widget initialized by the blueprint" } ]
UUserWidgetBlueprint::AllowEditorWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetBlueprint.h
Does the editor support widget from an editor package.
UMG
virtual bool AllowEditorWidget() const
[]
UUserWidgetBlueprint
/Engine/Source/Runtime/UMG/Public/Blueprint/UserWidgetBlueprint.h
UMG
class UUserWidgetBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint)
[]
UWidgetBlueprintGeneratedClass::ClassRequiresNativeTick
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
bool ClassRequiresNativeTick() const
[]
UWidgetBlueprintGeneratedClass::FindWidgetTreeOwningClass
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Walks up the hierarchy looking for a valid widget tree.
UMG
[UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * FindWidgetTreeOwningClass() const
[]
UWidgetBlueprintGeneratedClass::ForEachExtension
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
template<typename Predicate> void ForEachExtension ( Predicate Pred, bool bIncludeSuper ) const
[]
UWidgetBlueprintGeneratedClass::GetAssetRegistryTags
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects
UMG
virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const
[]
UWidgetBlueprintGeneratedClass::GetExtension
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Find the first extension of the requested type.
UMG
template<typename ExtensionType> ExtensionType * GetExtension ( bool bIncludeSuper )
[]
UWidgetBlueprintGeneratedClass::GetExtension
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Find the first extension of the requested type.
UMG
[UWidgetBlueprintGeneratedClassExtension](API\Runtime\UMG\Extensions\UWidgetBlueprintGeneratedClassEx-) * GetExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetBlueprintGeneratedClassExtension](API\Runtime\UMG\Extensions\UWidgetBlueprintGeneratedClassEx-) > InExtensionType, bool bIncludeSuper )
[]
UWidgetBlueprintGeneratedClass::GetExtensions
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Find the extensions of the requested type.
UMG
[TArray](API\Runtime\Core\Containers\TArray)< [UWidgetBlueprintGeneratedClassExtension](API\Runtime\UMG\Extensions\UWidgetBlueprintGeneratedClassEx-) * > GetExtensions ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetBlueprintGeneratedClassExtension](API\Runtime\UMG\Extensions\UWidgetBlueprintGeneratedClassEx-) > InExtensionType, bool bIncludeSuper )
[]
UWidgetBlueprintGeneratedClass::GetExtensions
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
void GetExtensions &40; TArray< UWidgetBlueprintGeneratedClassExtension &42; > & OutExtensions, TSubclassOf< UWidgetBlueprintGeneratedClassExtension > InExtensionType, bool bIncludeSuper &41;
[]
UWidgetBlueprintGeneratedClass::GetWidgetTreeArchetype
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
[UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * GetWidgetTreeArchetype() const
[]
UWidgetBlueprintGeneratedClass::GetNamedSlotArchetypeContent
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
void GetNamedSlotArchetypeContent ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FName](API\Runtime\Core\UObject\FName), [UWidget](API\Runtime\UMG\Components\UWidget) *)> Predicate ) const
[]
UWidgetBlueprintGeneratedClass::InitializeWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
This is the function that makes UMG work. Once a user widget is constructed, it will post load call into its generated class and ask to be initialized. The class will perform all the delegate binding and wiring necessary to have the user's widget perform as desired.
UMG
void InitializeWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget ) const
[]
UWidgetBlueprintGeneratedClass::InitializeWidgetStatic
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
static void InitializeWidgetStatic ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * InWidgetTree, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InWidgetTreeWidgetClass, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * > InAnimations, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FDelegateRuntimeBinding](API\Runtime\UMG\Blueprint\FDelegateRuntimeBinding) > InBindings )
[]
UWidgetBlueprintGeneratedClass::NeedsLoadForServer
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers true if this object should be loaded on servers
UMG
virtual bool NeedsLoadForServer() const
[]
UWidgetBlueprintGeneratedClass::PostLoad
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.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()
[]
UWidgetBlueprintGeneratedClass::PurgeClass
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Purges out the properties of this class in preparation for it to be regenerated In editor, properties are not freed until DestroyPropertiesPendingDestruction is called.
UMG
virtual void PurgeClass ( bool bRecompilingOnLoad )
[]
UWidgetBlueprintGeneratedClass::Serialize
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
UMG
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UWidgetBlueprintGeneratedClass::SetClassRequiresNativeTick
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
void SetClassRequiresNativeTick ( bool InClassRequiresNativeTick )
[]
UWidgetBlueprintGeneratedClass::SetWidgetTreeArchetype
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
void SetWidgetTreeArchetype ( [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * InWidgetTree )
[]
UWidgetBlueprintGeneratedClass::UWidgetBlueprintGeneratedClass
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
UMG
UWidgetBlueprintGeneratedClass()
[]
UWidgetBlueprintGeneratedClass
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintGeneratedClass.h
The widget blueprint generated class allows us to create blueprint-able widgets for UMG at runtime. All WBPGC's are ofUUserWidgetclasses, and they perform special post initialization using this class to give themselves many of the same capabilities asAActorblueprints, like dynamic delegate binding for widgets.
UMG
class UWidgetBlueprintGeneratedClass : public [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass)
[ { "type": "TArray<TObject...", "name": "Animations", "description": "" }, { "type": "TArray<FName>", "name": "AvailableNamedSlots", "description": "Available Named Slots for content in a subclass." }, { "type": "uint32: 1", "name": "bCanCallPreConstruct", "description": "" }, { "type": "TArray<FDelega...", "name": "Bindings", "description": "" }, { "type": "TArray<FName>", "name": "InstanceNamedSlots", "description": "These are the set of named slots that can be used on an instance of the widget." }, { "type": "TArray<FName>", "name": "NamedSlots", "description": "All named slots, even the ones that have content already filled into them by a parent class and are not available for extension." }, { "type": "TMap<FName,FG...", "name": "NamedSlotsWithID", "description": "All named slots mapped the assigned GUID of theirUNamedSlotwidget." } ]
UWidgetBlueprintLibrary::CancelDragDrop
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Cancels any current drag drop operation.
UMG
static void CancelDragDrop()
[]
UWidgetBlueprintLibrary::CaptureJoystick
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) CaptureJoystick ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * CapturingWidget, bool bInAllJoysticks )
[]
UWidgetBlueprintLibrary::ClearUserFocus
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) ClearUserFocus ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, bool bInAllUsers )
[]
UWidgetBlueprintLibrary::CaptureMouse
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) CaptureMouse ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * CapturingWidget )
[]
UWidgetBlueprintLibrary::Create
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Creates a widget
UMG
static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > WidgetType, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPlayer )
[]
UWidgetBlueprintLibrary::DetectDragIfPressed
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Given the pointer event, emit the DetectDrag reply if the provided key was pressed. If the DragKey is a touch key, that will also automatically work.
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) DetectDragIfPressed ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent, [UWidget](API\Runtime\UMG\Components\UWidget) * WidgetDetectingDrag, [FKey](API\Runtime\InputCore\FKey) DragKey )
[]
UWidgetBlueprintLibrary::DetectDrag
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Ask Slate to detect if a user starts dragging in this widget later. Slate internally tracks the movement and if it surpasses the drag threshold, Slate will send an OnDragDetected event to the widget.
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) DetectDrag ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * WidgetDetectingDrag, [FKey](API\Runtime\InputCore\FKey) DragKey )
[]
UWidgetBlueprintLibrary::DrawBox
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Draws a box
UMG
static void DrawBox ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, FVector2D Position, FVector2D Size, [USlateBrushAsset](API\Runtime\Engine\Slate\USlateBrushAsset) * Brush, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint )
[]
UWidgetBlueprintLibrary::DismissAllMenus
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Closes any popup menu
UMG
static void DismissAllMenus()
[]
UWidgetBlueprintLibrary::DrawLine
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Draws a line.
UMG
static void DrawLine ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, FVector2D PositionA, FVector2D PositionB, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint, bool bAntiAlias, float Thickness )
[]
UWidgetBlueprintLibrary::DrawLines
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Draws several line segments.
UMG
static void DrawLines ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & Points, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint, bool bAntiAlias, float Thickness )
[]
UWidgetBlueprintLibrary::DrawText
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Draws text.
UMG
static void DrawText ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, const [FString](API\Runtime\Core\Containers\FString) & InString, FVector2D Position, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint )
[]
UWidgetBlueprintLibrary::DrawTextFormatted
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Draws text.
UMG
static void DrawTextFormatted ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, const [FText](API\Runtime\Core\Internationalization\FText) & Text, FVector2D Position, [UFont](API\Runtime\Engine\Engine\UFont) * Font, float FontSize, [FName](API\Runtime\Core\UObject\FName) FontTypeFace, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint )
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UWidgetBlueprintLibrary::CreateDragDropOperation
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Creates a new drag and drop operation that can be returned from a drag begin to inform the UI what i being dragged and dropped and what it looks like.
UMG
static [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * CreateDragDropOperation ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) > OperationClass )
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FOnGameWindowCloseButtonClickedDelegate
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
class FOnGameWindowCloseButtonClickedDelegate
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UWidgetBlueprintLibrary::GetAllWidgetsOfClass
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Find all widgets of a certain class.
UMG
static void GetAllWidgetsOfClass ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > & FoundWidgets, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > WidgetClass, bool TopLevelOnly )
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UWidgetBlueprintLibrary::GetAllWidgetsWithInterface
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Find all widgets in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.
UMG
static void GetAllWidgetsWithInterface ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > & FoundWidgets, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > Interface, bool TopLevelOnly )
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UWidgetBlueprintLibrary::GetBrushResource
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Gets the resource object on a brush. This could be aUTexture2Dor aUMaterialInterface.
UMG
static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetBrushResource ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )
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UWidgetBlueprintLibrary::DrawSpline
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Draws a hermite spline.
UMG
static void DrawSpline ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, FVector2D Start, FVector2D StartDir, FVector2D End, FVector2D EndDir, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint, float Thickness )
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UWidgetBlueprintLibrary::GetBrushResourceAsMaterial
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Gets the brush resource as a material.
UMG
static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetBrushResourceAsMaterial ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )
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UWidgetBlueprintLibrary::GetBrushResourceAsTexture2D
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Gets the brush resource as a texture 2D.
UMG
static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBrushResourceAsTexture2D ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )
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UWidgetBlueprintLibrary::GetDragDroppingContent
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Returns the drag and drop operation that is currently occurring if any, otherwise nothing.
UMG
static [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * GetDragDroppingContent()
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UWidgetBlueprintLibrary::GetDynamicMaterial
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Gets the material that allows changes to parameters at runtime. The brush must already have a material assigned to it, if it does it will automatically be converted to a MID. A material that supports dynamic input from the game.
UMG
static [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetDynamicMaterial ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )
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UWidgetBlueprintLibrary::GetInputEventFromNavigationEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) GetInputEventFromNavigationEvent ( const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & Event )
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UWidgetBlueprintLibrary::GetInputEventFromCharacterEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) GetInputEventFromCharacterEvent ( const [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) & Event )
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UWidgetBlueprintLibrary::EndDragDrop
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
An event should returnFReply::Handled().EndDragDrop()to request that the current drag/drop operation be terminated.
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) EndDragDrop ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply )
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UWidgetBlueprintLibrary::GetInputEventFromKeyEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) GetInputEventFromKeyEvent ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & Event )
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UWidgetBlueprintLibrary::GetInputEventFromPointerEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) GetInputEventFromPointerEvent ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Event )
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UWidgetBlueprintLibrary::GetKeyEventFromAnalogInputEvent
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) GetKeyEventFromAnalogInputEvent ( const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & Event )
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UWidgetBlueprintLibrary::GetSafeZonePadding
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Gets the amount of padding that needs to be added when accounting for the safe zone on TVs.
UMG
static void GetSafeZonePadding ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector4 & SafePadding, FVector2D & SafePaddingScale, FVector4 & SpillOverPadding )
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UWidgetBlueprintLibrary::Handled
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
The event reply to use when you choose to handle an event. This will prevent the event from continuing to bubble up / down the widget hierarchy.
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) Handled()
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UWidgetBlueprintLibrary::IsDragDropping
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Returns true if a drag/drop event is occurring that a widget can handle.
UMG
static bool IsDragDropping()
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UWidgetBlueprintLibrary::LockMouse
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) LockMouse ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * CapturingWidget )
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UWidgetBlueprintLibrary::MakeBrushFromMaterial
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Creates a Slate Brush from a Material. Materials don't have an implicit size, so providing a widget and height is required to hint slate with how large the image wants to be by default. A new slate brush using the material.
UMG
static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) MakeBrushFromMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, int32 Width, int32 Height )
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UWidgetBlueprintLibrary::MakeBrushFromTexture
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Creates a Slate Brush from a Texture2D A new slate brush using the texture.
UMG
static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) MakeBrushFromTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, int32 Width, int32 Height )
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UWidgetBlueprintLibrary::MakeBrushFromAsset
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Creates a Slate Brush from a Slate Brush Asset A new slate brush using the asset's brush.
UMG
static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) MakeBrushFromAsset ( [USlateBrushAsset](API\Runtime\Engine\Slate\USlateBrushAsset) * BrushAsset )
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UWidgetBlueprintLibrary::ReleaseJoystickCapture
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) ReleaseJoystickCapture ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, bool bInAllJoysticks )
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