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UWidgetBlueprintLibrary::NoResourceBrush
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Creates a Slate Brush that wont draw anything, the "Null Brush". A new slate brush that wont draw anything.
UMG
static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) NoResourceBrush()
[]
UWidgetBlueprintLibrary::ReleaseMouseCapture
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) ReleaseMouseCapture ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply )
[]
UWidgetBlueprintLibrary::RestorePreviousWindowTitleBarState
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static void RestorePreviousWindowTitleBarState()
[]
UWidgetBlueprintLibrary::SetBrushResourceToTexture
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Sets the resource on a brush to be aUTexture2D.
UMG
static void SetBrushResourceToTexture ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )
[]
UWidgetBlueprintLibrary::SetColorVisionDeficiencyType
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Apply color deficiency correction settings to the game window
UMG
static void SetColorVisionDeficiencyType ( EColorVisionDeficiency Type, float Severity, bool CorrectDeficiency, bool ShowCorrectionWithDeficiency )
[]
UWidgetBlueprintLibrary::SetFocusToGameViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static void SetFocusToGameViewport()
[]
UWidgetBlueprintLibrary::SetBrushResourceToMaterial
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Sets the resource on a brush to be a Material.
UMG
static void SetBrushResourceToMaterial ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )
[]
UWidgetBlueprintLibrary::SetHardwareCursor
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Loads or sets a hardware cursor from the content directory in the game.
UMG
static bool SetHardwareCursor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) CursorShape, [FName](API\Runtime\Core\UObject\FName) CursorName, FVector2D HotSpot )
[]
UWidgetBlueprintLibrary::SetInputMode_GameAndUIEx
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Note: This means that any bound Input events in the widget will be called.
UMG
static void SetInputMode_GameAndUIEx ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [UWidget](API\Runtime\UMG\Components\UWidget) * InWidgetToFocus, EMouseLockMode InMouseLockMode, bool bHideCursorDuringCapture, const bool bFlushInput )
[]
UWidgetBlueprintLibrary::SetInputMode_GameOnly
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Note: Any bound Input Events in this widget will be called.
UMG
static void SetInputMode_GameOnly ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, const bool bFlushInput )
[]
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
Note: This means that any bound Input Events in the widget will not be called!
UMG
static void SetInputMode_UIOnlyEx ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [UWidget](API\Runtime\UMG\Components\UWidget) * InWidgetToFocus, EMouseLockMode InMouseLockMode, const bool bFlushInput )
[]
UWidgetBlueprintLibrary::SetMousePosition
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) SetMousePosition ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, FVector2D NewMousePosition )
[]
UWidgetBlueprintLibrary::SetUserFocus
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) SetUserFocus ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * FocusWidget, bool bInAllUsers )
[]
UWidgetBlueprintLibrary::SetWindowTitleBarOnCloseClickedDelegate
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static void SetWindowTitleBarOnCloseClickedDelegate ( [FOnGameWindowCloseButtonClickedDelegate](API\Runtime\UMG\Blueprint\UWidgetBlueprintLibrary\FOnGameWindowClo-) Delegate )
[]
UWidgetBlueprintLibrary::SetWindowTitleBarCloseButtonActive
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static void SetWindowTitleBarCloseButtonActive ( bool bActive )
[]
UWidgetBlueprintLibrary::SetWindowTitleBarState
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static void SetWindowTitleBarState ( [UWidget](API\Runtime\UMG\Components\UWidget) * TitleBarContent, EWindowTitleBarMode Mode, bool bTitleBarDragEnabled, bool bWindowButtonsVisible, bool bTitleBarVisible )
[]
UWidgetBlueprintLibrary::Unhandled
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
The event reply to use when you choose not to handle an event.
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) Unhandled()
[]
UWidgetBlueprintLibrary::UnlockMouse
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
static [FEventReply](API\Runtime\UMG\Components\FEventReply) UnlockMouse ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply )
[]
UWidgetBlueprintLibrary::UWidgetBlueprintLibrary
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
UWidgetBlueprintLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetBlueprintLibrary
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetBlueprintLibrary.h
UMG
class UWidgetBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UWidgetLayoutLibrary::GetMousePositionOnPlatform
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the platform's mouse cursor position. This is the 'absolute' desktop location of the mouse.
UMG
static FVector2D GetMousePositionOnPlatform()
[]
UWidgetLayoutLibrary::GetMousePositionOnViewport
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the platform's mouse cursor position in the local space of the viewport widget.
UMG
static FVector2D GetMousePositionOnViewport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UWidgetLayoutLibrary::GetMousePositionScaledByDPI
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
MousePositionScaledByDPI = MousePosition * (1 / ViewportScale).
UMG
static bool GetMousePositionScaledByDPI ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player, float & LocationX, float & LocationY )
[]
UWidgetLayoutLibrary::GetMousePositionScaledByDPI
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
UMG
static bool GetMousePositionScaledByDPI ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player, double & LocationX, double & LocationY )
[]
UWidgetLayoutLibrary::GetPlayerScreenWidgetGeometry
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the geometry of the widget holding all widgets added to the "Player Screen". You can use this geometry to convert between absolute and local space of widgets held on this widget.
UMG
static [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) GetPlayerScreenWidgetGeometry ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )
[]
UWidgetLayoutLibrary::GetViewportScale
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the current DPI Scale being applied to the viewport and all the Widgets.
UMG
static float GetViewportScale ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UWidgetLayoutLibrary::GetViewportSize
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the size of the game viewport.
UMG
static FVector2D GetViewportSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UWidgetLayoutLibrary::GetViewportWidgetGeometry
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the geometry of the widget holding all widgets added to the "Viewport". You can use this geometry to convert between absolute and local space of widgets held on this widget.
UMG
static [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) GetViewportWidgetGeometry ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UWidgetLayoutLibrary::ProjectWorldLocationToWidgetPosition
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the projected world to screen position for a player, then converts it into a widget position, which takes into account any quality scaling. true if the position projects onto the screen.
UMG
static bool ProjectWorldLocationToWidgetPosition ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, FVector WorldLocation, FVector2D & ScreenPosition, bool bPlayerViewportRelative )
[]
UWidgetLayoutLibrary::RemoveAllWidgets
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Removes all widgets from the viewport.
UMG
static void RemoveAllWidgets ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )
[]
UWidgetLayoutLibrary::SlotAsBorderSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Border Slot, allowing you to manipulate layout information.
UMG
static [UBorderSlot](API\Runtime\UMG\Components\UBorderSlot) * SlotAsBorderSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsGridSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Grid Slot, allowing you to manipulate layout information.
UMG
static [UGridSlot](API\Runtime\UMG\Components\UGridSlot) * SlotAsGridSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsCanvasSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Canvas Slot, allowing you to manipulate layout information.
UMG
static [UCanvasPanelSlot](API\Runtime\UMG\Components\UCanvasPanelSlot) * SlotAsCanvasSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsHorizontalBoxSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Horizontal Box Slot, allowing you to manipulate its information.
UMG
static [UHorizontalBoxSlot](API\Runtime\UMG\Components\UHorizontalBoxSlot) * SlotAsHorizontalBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::GetViewportScale
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the current DPI Scale being applied to the viewport and all the Widgets.
UMG
static float GetViewportScale ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * ViewportClient )
[]
UWidgetLayoutLibrary::ProjectWorldLocationToWidgetPositionWithDistance
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Convert a World Space 3D position into a 2D Widget Screen Space position, with distance from the camera the Z component. This takes into account any quality scaling as well. true if the world coordinate was successfully projected to the screen.
UMG
static bool ProjectWorldLocationToWidgetPositionWithDistance ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, FVector WorldLocation, FVector & ScreenPosition, bool bPlayerViewportRelative )
[]
UWidgetLayoutLibrary::SlotAsOverlaySlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Overlay Slot, allowing you to manipulate layout information.
UMG
static [UOverlaySlot](API\Runtime\UMG\Components\UOverlaySlot) * SlotAsOverlaySlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsSafeBoxSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Safe Box Slot, allowing you to manipulate its information.
UMG
static [USafeZoneSlot](API\Runtime\UMG\Components\USafeZoneSlot) * SlotAsSafeBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsScaleBoxSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Scale Box Slot, allowing you to manipulate its information.
UMG
static [UScaleBoxSlot](API\Runtime\UMG\Components\UScaleBoxSlot) * SlotAsScaleBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsScrollBoxSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Scroll Box Slot, allowing you to manipulate its information.
UMG
static [UScrollBoxSlot](API\Runtime\UMG\Components\UScrollBoxSlot) * SlotAsScrollBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsUniformGridSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Uniform Grid Slot, allowing you to manipulate layout information.
UMG
static [UUniformGridSlot](API\Runtime\UMG\Components\UUniformGridSlot) * SlotAsUniformGridSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsVerticalBoxSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Vertical Box Slot, allowing you to manipulate its information.
UMG
static [UVerticalBoxSlot](API\Runtime\UMG\Components\UVerticalBoxSlot) * SlotAsVerticalBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsWidgetSwitcherSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Widget Switcher Slot, allowing you to manipulate its information.
UMG
static [UWidgetSwitcherSlot](API\Runtime\UMG\Components\UWidgetSwitcherSlot) * SlotAsWidgetSwitcherSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::SlotAsWrapBoxSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Wrap Box Slot, allowing you to manipulate its information.
UMG
static [UWrapBoxSlot](API\Runtime\UMG\Components\UWrapBoxSlot) * SlotAsWrapBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetLayoutLibrary::UWidgetLayoutLibrary
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
UMG
UWidgetLayoutLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetLayoutLibrary
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
UMG
class UWidgetLayoutLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UWidgetNavigation::GetNavigationData
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
UMG
[FWidgetNavigationData](API\Runtime\UMG\Blueprint\FWidgetNavigationData) & GetNavigationData ( EUINavigation Nav )
[]
UWidgetNavigation::GetNavigationRule
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
UMG
EUINavigationRule GetNavigationRule ( EUINavigation Nav )
[]
UWidgetLayoutLibrary::SlotAsSizeBoxSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetLayoutLibrary.h
Gets the slot object on the child widget as a Size Box Slot, allowing you to manipulate its information.
UMG
static [USizeBoxSlot](API\Runtime\UMG\Components\USizeBoxSlot) * SlotAsSizeBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetNavigation::IsDefaultNavigation
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
true if the configured navigation object is the same as an un-customized navigation rule set.
UMG
bool IsDefaultNavigation() const
[]
UWidgetNavigation::UpdateMetaData
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
Updates a slate metadata object to match this configured navigation ruleset.
UMG
void UpdateMetaData ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FNavigationMetaData](API\Runtime\SlateCore\Types\FNavigationMetaData) > MetaData )
[]
UWidgetNavigation::ResolveRules
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
Resolve widget names. This method can be overridden to customize resolving rules.
UMG
virtual void ResolveRules ( class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Outer, class [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * WidgetTree )
[]
UWidgetNavigation::TryToRenameBinding
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
Try to rename any explicit or custom bindings from an old to a new name. This method can be overridden to customize resolving rules.
UMG
virtual void TryToRenameBinding ( [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )
[]
UWidgetNavigation
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
UMG
class UWidgetNavigation : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FWidgetNavigati...", "name": "Down", "description": "Happens when the user presses down arrow, joystick, d-pad." }, { "type": "FWidgetNavigati...", "name": "Left", "description": "Happens when the user presses left arrow, joystick, d-pad." }, { "type": "FWidgetNavigati...", "name": "Next", "description": "Happens when the user presses Tab." }, { "type": "FWidgetNavigati...", "name": "Previous", "description": "Happens when the user presses Shift+Tab." }, { "type": "FWidgetNavigati...", "name": "Right", "description": "Happens when the user presses right arrow, joystick, d-pad." }, { "type": "FWidgetNavigati...", "name": "Up", "description": "Happens when the user presses up arrow, joystick, d-pad." } ]
UWidgetNavigation::UWidgetNavigation
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetNavigation.h
UMG
UWidgetNavigation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetTree::ConstructWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Constructs the widget, and adds it to the tree.
UMG
template<typename WidgetT> WidgetT * ConstructWidget ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidget](API\Runtime\UMG\Components\UWidget) > WidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )
[]
UWidgetTree::FindChildIndex
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Determines the child index of the given ParentWidget that the given ChildWidget ultimately occupies, accounting for nesting The child slot index within ParentWidget that ChildWidget ultimately occupies (INDEX_NONE if ChildWidget is not within ParentWidget at any level)
UMG
static int32 FindChildIndex ( const [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget) * ParentWidget, const [UWidget](API\Runtime\UMG\Components\UWidget) * ChildWidget )
[]
UWidgetTree::FindWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Finds the widget in the tree by name.
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * FindWidget ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const
[]
UWidgetTree::FindWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Finds a widget in the tree using the native widget as the key.
UMG
[UWidget](API\Runtime\UMG\Components\UWidget) * FindWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget ) const
[]
UWidgetTree::FindWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Finds the widget in the tree by name and casts the return to the desired type.
UMG
template<typename WidgetT> WidgetT * FindWidget ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const
[]
UWidgetTree::FindWidgetParent
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Gets the parent widget of a given widget, and potentially the child index.
UMG
static [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget) * FindWidgetParent ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, int32 & OutChildIndex )
[]
UWidgetTree::FindWidgetChild
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Searches recursively through the children of the given ParentWidget to find a child widget of the given name. If successful, also gets the index the child ultimately occupies within the starting ParentWidget (INDEX_NONE otherwise)
UMG
static [UWidget](API\Runtime\UMG\Components\UWidget) * FindWidgetChild ( [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget) * ParentWidget, [FName](API\Runtime\Core\UObject\FName) ChildWidgetName, int32 & OutChildIndex )
[]
UWidgetTree::ForEachWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Iterates through all widgets including widgets contained in named slots, other than investigating named slots, this code does not dive into foreign WidgetTrees, as would exist inside another user widget.
UMG
void ForEachWidget ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UWidget](API\Runtime\UMG\Components\UWidget) *)> Predicate ) const
[]
UWidgetTree::ForEachWidgetAndDescendants
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Iterates through all widgets including widgets contained in named slots, other than investigating named slots. This includes foreign widget trees inside of other UserWidgets.
UMG
void ForEachWidgetAndDescendants ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UWidget](API\Runtime\UMG\Components\UWidget) *)> Predicate ) const
[]
UWidgetTree::ForWidgetAndChildren
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Iterates through all child widgets including widgets contained in named slots, other than investigating named slots, this code does not dive into foreign WidgetTrees, as would exist inside another user widget.
UMG
static void ForWidgetAndChildren ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UWidget](API\Runtime\UMG\Components\UWidget) *)> Predicate )
[]
UWidgetTree::GetAllWidgets
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Gathers all the widgets in the tree recursively
UMG
void GetAllWidgets ( [TArray](API\Runtime\Core\Containers\TArray)< [UWidget](API\Runtime\UMG\Components\UWidget) * > & Widgets ) const
[]
UWidgetTree::GetChildWidgets
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Gathers descendant child widgets of a parent widget.
UMG
static void GetChildWidgets ( [UWidget](API\Runtime\UMG\Components\UWidget) * Parent, [TArray](API\Runtime\Core\Containers\TArray)< [UWidget](API\Runtime\UMG\Components\UWidget) * > & Widgets )
[]
UWidgetTree::GetWorld
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
BeginUObject.
UMG
virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const
[]
UWidgetTree::GetSlotNames
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Gets the names for slots that we can store widgets into.
UMG
virtual void GetSlotNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SlotNames ) const
[]
UWidgetTree::PostLoad
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.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()
[]
UWidgetTree::PreSave
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Objects created from within PreSave will NOT have PreSave called on them!!!
UMG
virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )
[]
UWidgetTree::RemoveWidget
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Removes the widget from the hierarchy and all sub widgets.
UMG
bool RemoveWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )
[]
UWidgetTree::SetContentForSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.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 )
[]
UWidgetTree::GetContentForSlot
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Gets the widget for a given slot by name, will return nullptr if no widget is in the slot.
UMG
virtual [UWidget](API\Runtime\UMG\Components\UWidget) * GetContentForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName ) const
[]
UWidgetTree::TryMoveWidgetToNewTree
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
Attempts to move a constructed Widget to another tree. Returns true on a successful move.
UMG
static bool TryMoveWidgetToNewTree ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * DestinationTree )
[]
UWidgetTree::UWidgetTree
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
UMG
UWidgetTree ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWidgetTree
/Engine/Source/Runtime/UMG/Public/Blueprint/WidgetTree.h
The widget tree manages the collection of widgets in a blueprint widget.
UMG
class UWidgetTree : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [INamedSlotInterface](API\Runtime\UMG\Components\INamedSlotInterface)
[ { "type": "TArray<TObject...", "name": "AllWidgets", "description": "" }, { "type": "TMap<FName,TO...", "name": "NamedSlotBindings", "description": "Stores the widgets being assigned to named slots, these widgets will be slotted into the named slots of the user widget that owns this widget tree after the user widget is constructed." }, { "type": "TObjectPtr<UWi...", "name": "RootWidget", "description": "The root widget of the tree" } ]
EVirtualKeyboardType::AsKeyboardType
/Engine/Source/Runtime/UMG/Public/Components/SlateWrapperTypes.h
UMG
namespace EVirtualKeyboardType { static EKeyboardType EVirtualKeyboardType::AsKeyboardType ( [Type](API\Runtime\UMG\Components\EVirtualKeyboardType__Type) InType ) }
[]
ESlateSizeRule::Type
/Engine/Source/Runtime/UMG/Public/Components/SlateWrapperTypes.h
The sizing options of UWidgets
UMG
namespace ESlateSizeRule { enum Type { Automatic, Fill, } }
[]
FAnchorData::operator==
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Compares this set ofFAnchorDatawith another for equality. true if the twoFAnchorsare equal, false otherwise.
UMG
bool operator== ( const [FAnchorData](API\Runtime\UMG\Components\FAnchorData) & Other ) const
[]
EVirtualKeyboardType::Type
/Engine/Source/Runtime/UMG/Public/Components/SlateWrapperTypes.h
UMG
namespace EVirtualKeyboardType { enum Type { Default, Number, Web, Email, Password, AlphaNumeric, } }
[]
FAnchorData
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
UMG
struct FAnchorData
[ { "type": "FVector2D", "name": "Alignment", "description": "Alignment is the pivot point of the widget." }, { "type": "FAnchors", "name": "Anchors", "description": "Anchors." }, { "type": "FMargin", "name": "Offsets", "description": "Offset." } ]
FDesignerChangedEventArgs::FDesignerChangedEventArgs
/Engine/Source/Runtime/UMG/Public/Components/Widget.h
UMG
FDesignerChangedEventArgs()
[]
FDesignerChangedEventArgs
/Engine/Source/Runtime/UMG/Public/Components/Widget.h
Event args that are sent whenever the designer is changed in some big way, allows for more accurate previews for widgets that need to anticipate things about the size of the screen, or other similar device factors.
UMG
struct FDesignerChangedEventArgs
[ { "type": "bool", "name": "bScreenPreview", "description": "" }, { "type": "float", "name": "DpiScale", "description": "" }, { "type": "FVector2D", "name": "Size", "description": "" } ]
FAnchorData::operator!=
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Compares this set ofFAnchorDatawith another for inequality. true if the twoFAnchorsare not equal, false otherwise.
UMG
bool operator!= ( const [FAnchorData](API\Runtime\UMG\Components\FAnchorData) & Other ) const
[]
FEventReply::FEventReply
/Engine/Source/Runtime/UMG/Public/Components/SlateWrapperTypes.h
UMG
FEventReply ( bool IsHandled )
[]
FEventReply
/Engine/Source/Runtime/UMG/Public/Components/SlateWrapperTypes.h
Allows users to handle events and return information to the underlying UI layer.
UMG
struct FEventReply
[ { "type": "FReply", "name": "NativeReply", "description": "" } ]
FOnButtonClickedEvent
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
class FOnButtonClickedEvent
[]
FOnButtonHoverEvent
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
class FOnButtonHoverEvent
[]
FOnButtonPressedEvent
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
class FOnButtonPressedEvent
[]
FOnButtonReleasedEvent
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
class FOnButtonReleasedEvent
[]
FOnFloatValueChangedEvent
/Engine/Source/Runtime/UMG/Public/Components/Slider.h
UMG
class FOnFloatValueChangedEvent
[]
FOnControllerCaptureBeginEvent
/Engine/Source/Runtime/UMG/Public/Components/Slider.h
UMG
class FOnControllerCaptureBeginEvent
[]
FOnControllerCaptureEndEvent
/Engine/Source/Runtime/UMG/Public/Components/Slider.h
UMG
class FOnControllerCaptureEndEvent
[]
FOnExpandableAreaExpansionChanged
/Engine/Source/Runtime/UMG/Public/Components/ExpandableArea.h
UMG
class FOnExpandableAreaExpansionChanged
[]
FOnGetItemChildrenDynamic
/Engine/Source/Runtime/UMG/Public/Components/TreeView.h
UMG
class FOnGetItemChildrenDynamic
[]
FOnHoveredWidgetChanged
/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
TODO CenterScreen needs to be able to work with multiple player controllers, perhaps finding the PC via the outer/owner chain? Maybe you need to set the PC that owns this? Maybe we should key off the Virtual UserIndex?
UMG
class FOnHoveredWidgetChanged
[]
FOnItemExpansionChangedDynamic
/Engine/Source/Runtime/UMG/Public/Components/TreeView.h
UMG
class FOnItemExpansionChangedDynamic
[]
FOnListEntryGeneratedDynamic
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
class FOnListEntryGeneratedDynamic
[]
FOnListEntryInitializedDynamic
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
class FOnListEntryInitializedDynamic
[]