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UBorder::SetBrushColor
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
void SetBrushColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InBrushColor )
[]
UBorder::SetBrushFromMaterial
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
void SetBrushFromMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )
[]
UBorder::SetContentColorAndOpacity
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
void SetContentColorAndOpacity ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InContentColorAndOpacity )
[]
UBorder::SetDesiredSizeScale
/Engine/Source/Runtime/UMG/Public/Components/Border.h
Sets the DesiredSizeScale of this border.
UMG
void SetDesiredSizeScale ( FVector2D InScale )
[]
UBorder::SetBrushFromTexture
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
void SetBrushFromTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )
[]
UBorder::SetPadding
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
void SetPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InPadding )
[]
UBorder::SetHorizontalAlignment
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
void SetHorizontalAlignment ( EHorizontalAlignment InHorizontalAlignment )
[]
UBorder::SetShowEffectWhenDisabled
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
void SetShowEffectWhenDisabled ( bool bInShowEffectWhenDisabled )
[]
UBorder::SetVerticalAlignment
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
void SetVerticalAlignment ( EVerticalAlignment InVerticalAlignment )
[]
UBorder::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Components/Border.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()
[]
UBorder::UBorder
/Engine/Source/Runtime/UMG/Public/Components/Border.h
UMG
UBorder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBorderSlot::BuildSlot
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
Builds the underlying slot for the slate border.
UMG
void BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SBorder](API\Runtime\Slate\Widgets\Layout\SBorder) > InBorder )
[]
UBorder
/Engine/Source/Runtime/UMG/Public/Components/Border.h
A border is a container widget that can contain one child widget, providing an opportunity to surround it with a background image and adjustable padding.
UMG
class UBorder : public [UContentWidget](API\Runtime\UMG\Components\UContentWidget)
[ { "type": "FSlateBrush", "name": "Background", "description": "Brush to drag as the background" }, { "type": "FGetSlateBrush", "name": "BackgroundDelegate", "description": "A bindable delegate for the Brush." }, { "type": "bool", "name": "bFlipForRightToLeftFlowDirection", "description": "Flips the background image if the localization's flow direction is RightToLeft" }, { "type": "FGetLinearColor", "name": "BrushColorDelegate", "description": "A bindable delegate for the BrushColor." }, { "type": "FGetLinearColor", "name": "ContentColorAndOpacityDelegate", "description": "A bindable delegate for the ContentColorAndOpacity." }, { "type": "FLinearColor", "name": "K2_Cache_ContentColorAndOpacity", "description": "" }, { "type": "TSharedPtr<SBo...", "name": "MyBorder", "description": "" }, { "type": "FOnPointerEvent", "name": "OnMouseButtonDownEvent", "description": "" }, { "type": "FOnPointerEvent", "name": "OnMouseButtonUpEvent", "description": "" }, { "type": "FOnPointerEvent", "name": "OnMouseDoubleClickEvent", "description": "" }, { "type": "FOnPointerEvent", "name": "OnMouseMoveEvent", "description": "" } ]
UBorderSlot::GetVerticalAlignment
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
UMG
EVerticalAlignment GetVerticalAlignment() const
[]
UBorderSlot::GetPadding
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
UMG
[FMargin](API\Runtime\SlateCore\Layout\FMargin) GetPadding() const
[]
UBorderSlot::PostEditChangeProperty
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
Called when a property on this object has been modified externally
UMG
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UBorderSlot::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UBorderSlot::SetHorizontalAlignment
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
UMG
void SetHorizontalAlignment ( EHorizontalAlignment InHorizontalAlignment )
[]
UBorderSlot::SetVerticalAlignment
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
UMG
void SetVerticalAlignment ( EVerticalAlignment InVerticalAlignment )
[]
UBorderSlot::SetPadding
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
UMG
void SetPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InPadding )
[]
UBorderSlot::GetHorizontalAlignment
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
UMG
EHorizontalAlignment GetHorizontalAlignment() const
[]
UBorderSlot::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
Applies all properties to the live slot if possible.
UMG
virtual void SynchronizeProperties()
[]
UBorderSlot::UBorderSlot
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
UMG
UBorderSlot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UBorderSlot
/Engine/Source/Runtime/UMG/Public/Components/BorderSlot.h
The Slot for theUBorderSlot, contains the widget displayed in a border's single slot
UMG
class UBorderSlot : public [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot)
[]
UButton::GetAccessibleWidget
/Engine/Source/Runtime/UMG/Public/Components/Button.h
Gets the widget that accessibility properties should synchronize to.
UMG
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetAccessibleWidget() const
[]
UButton::GetColorAndOpacity
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
[FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorAndOpacity() const
[]
UButton::GetBackgroundColor
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
[FLinearColor](API\Runtime\Core\Math\FLinearColor) GetBackgroundColor() const
[]
UButton::GetClickMethod
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
[EButtonClickMethod::Type](API\Runtime\SlateCore\Types\EButtonClickMethod__Type) GetClickMethod() const
[]
UButton::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/Button.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UButton::GetIsFocusable
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
bool GetIsFocusable() const
[]
UButton::GetPressMethod
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
[EButtonPressMethod::Type](API\Runtime\SlateCore\Types\EButtonPressMethod__Type) GetPressMethod() const
[]
UButton::GetStyle
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
const [FButtonStyle](API\Runtime\SlateCore\Styling\FButtonStyle) & GetStyle() const
[]
UButton::GetSlotClass
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UPanelWidget.
UMG
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSlotClass() const
[]
UButton::GetTouchMethod
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
[EButtonTouchMethod::Type](API\Runtime\SlateCore\Types\EButtonTouchMethod__Type) GetTouchMethod() const
[]
UButton::IsPressed
/Engine/Source/Runtime/UMG/Public/Components/Button.h
Returns true if the user is actively pressing the button. Do not use this for detecting 'Clicks', use the OnClicked event instead. true if the user is actively pressing the button otherwise false.
UMG
bool IsPressed() const
[]
UButton::InitIsFocusable
/Engine/Source/Runtime/UMG/Public/Components/Button.h
Initialize IsFocusable in the constructor before theSWidgetis constructed.
UMG
void InitIsFocusable ( bool InIsFocusable )
[]
UButton::OnSlotAdded
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
virtual void OnSlotAdded ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UButton::OnSlotRemoved
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
virtual void OnSlotRemoved ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UButton::PostLoad
/Engine/Source/Runtime/UMG/Public/Components/Button.h
BeginUObject.
UMG
virtual void PostLoad()
[]
UButton::RebuildDesignWidget
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildDesignWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Content )
[]
UButton::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/Button.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()
[]
UButton::SetBackgroundColor
/Engine/Source/Runtime/UMG/Public/Components/Button.h
Sets the color multiplier for the button background
UMG
void SetBackgroundColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InBackgroundColor )
[]
UButton::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UButton::SetClickMethod
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
void SetClickMethod ( [EButtonClickMethod::Type](API\Runtime\SlateCore\Types\EButtonClickMethod__Type) InClickMethod )
[]
UButton::SetColorAndOpacity
/Engine/Source/Runtime/UMG/Public/Components/Button.h
Sets the color multiplier for the button content
UMG
void SetColorAndOpacity ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColorAndOpacity )
[]
UButton::SetPressMethod
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
void SetPressMethod ( [EButtonPressMethod::Type](API\Runtime\SlateCore\Types\EButtonPressMethod__Type) InPressMethod )
[]
UButton::SetTouchMethod
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
void SetTouchMethod ( [EButtonTouchMethod::Type](API\Runtime\SlateCore\Types\EButtonTouchMethod__Type) InTouchMethod )
[]
UButton::SetStyle
/Engine/Source/Runtime/UMG/Public/Components/Button.h
Sets the color multiplier for the button background
UMG
void SetStyle ( const [FButtonStyle](API\Runtime\SlateCore\Styling\FButtonStyle) & InStyle )
[]
UButton::SlateHandleClicked
/Engine/Source/Runtime/UMG/Public/Components/Button.h
Handle the actual click event from slate and forward it on
UMG
[FReply](API\Runtime\SlateCore\Input\FReply) SlateHandleClicked()
[]
UButton::SlateHandleHovered
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
void SlateHandleHovered()
[]
UButton::SlateHandlePressed
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
void SlateHandlePressed()
[]
UButton::SlateHandleReleased
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
void SlateHandleReleased()
[]
UButton::SlateHandleUnhovered
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
void SlateHandleUnhovered()
[]
UButton::UButton
/Engine/Source/Runtime/UMG/Public/Components/Button.h
UMG
UButton ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UButton
/Engine/Source/Runtime/UMG/Public/Components/Button.h
The button is a click-able primitive widget to enable basic interaction, you can place any other widget inside a button to make a more complex and interesting click-able element in your UI.
UMG
class UButton : public [UContentWidget](API\Runtime\UMG\Components\UContentWidget)
[ { "type": "TSharedPtr<SBu...", "name": "MyButton", "description": "Cached pointer to the underlying slate button owned by thisUWidget" }, { "type": "FOnButtonClicke...", "name": "OnClicked", "description": "Called when the button is clicked" }, { "type": "FOnButtonHoverE...", "name": "OnHovered", "description": "" }, { "type": "FOnButtonPresse...", "name": "OnPressed", "description": "Called when the button is pressed" }, { "type": "FOnButtonReleas...", "name": "OnReleased", "description": "Called when the button is released" }, { "type": "FOnButtonHoverE...", "name": "OnUnhovered", "description": "" } ]
UButton::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Components/Button.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()
[]
UButtonSlot::BuildSlot
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
Builds the underlying slot for the slate button.
UMG
void BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SButton](API\Runtime\Slate\Widgets\Input\SButton) > InButton )
[]
UButtonSlot::GetHorizontalAlignment
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
UMG
EHorizontalAlignment GetHorizontalAlignment() const
[]
UButtonSlot::GetVerticalAlignment
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
UMG
EVerticalAlignment GetVerticalAlignment() const
[]
UButtonSlot::GetPadding
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
UMG
[FMargin](API\Runtime\SlateCore\Layout\FMargin) GetPadding() const
[]
UButtonSlot::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UButtonSlot::SetHorizontalAlignment
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
UMG
void SetHorizontalAlignment ( EHorizontalAlignment InHorizontalAlignment )
[]
UButtonSlot::SetPadding
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
UMG
void SetPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InPadding )
[]
UButtonSlot::SetVerticalAlignment
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
UMG
void SetVerticalAlignment ( EVerticalAlignment InVerticalAlignment )
[]
UButtonSlot::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
Applies all properties to the live slot if possible.
UMG
virtual void SynchronizeProperties()
[]
UButtonSlot::UButtonSlot
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
UMG
UButtonSlot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCanvasPanel::AddChildToCanvas
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
UMG
[UCanvasPanelSlot](API\Runtime\UMG\Components\UCanvasPanelSlot) * AddChildToCanvas ( [UWidget](API\Runtime\UMG\Components\UWidget) * Content )
[]
UButtonSlot
/Engine/Source/Runtime/UMG/Public/Components/ButtonSlot.h
The Slot for theUButtonSlot, contains the widget displayed in a button's single slot
UMG
class UButtonSlot : public [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot)
[]
UCanvasPanel::GetCanvasWidget
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
Gets the underlying native canvas widget if it has been constructed
UMG
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SConstraintCanvas](API\Runtime\Slate\Widgets\Layout\SConstraintCanvas) > GetCanvasWidget() const
[]
UCanvasPanel::GetGeometryForSlot
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
Computes the geometry for a particular slot based on the current geometry of the canvas.
UMG
bool GetGeometryForSlot ( [UCanvasPanelSlot](API\Runtime\UMG\Components\UCanvasPanelSlot) * Slot, [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & ArrangedGeometry ) const
[]
UCanvasPanel::GetGeometryForSlot
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
Computes the geometry for a particular slot based on the current geometry of the canvas.
UMG
bool GetGeometryForSlot ( int32 SlotIndex, [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & ArrangedGeometry ) const
[]
UCanvasPanel::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UCanvasPanel::GetSlotClass
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
UPanelWidget.
UMG
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSlotClass() const
[]
UCanvasPanel::LockToPanelOnDrag
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
UMG
virtual bool LockToPanelOnDrag() const
[]
UCanvasPanel::OnSlotRemoved
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
UMG
virtual void OnSlotRemoved ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UCanvasPanel::OnSlotAdded
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
UMG
virtual void OnSlotAdded ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UCanvasPanel::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.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()
[]
UCanvasPanel::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UCanvasPanel::UCanvasPanel
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
UMG
UCanvasPanel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCanvasPanel
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanel.h
The canvas panel is a designer friendly panel that allows widgets to be laid out at arbitrary locations, anchored and z-ordered with other children of the canvas. The canvas is a great widget for manual layout, but bad when you want to procedurally just generate widgets and place them in a container (unless you want absolute layout).
UMG
class UCanvasPanel : public [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget)
[ { "type": "TSharedPtr< cla...", "name": "MyCanvas", "description": "" } ]
UCanvasPanelSlot::GetAlignment
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Gets the alignment on the slot
UMG
FVector2D GetAlignment() const
[]
UCanvasPanelSlot::BuildSlot
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
UMG
void BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SConstraintCanvas](API\Runtime\Slate\Widgets\Layout\SConstraintCanvas) > Canvas )
[]
UCanvasPanelSlot::DragDropPreviewByDesigner
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Called by the designer when a design-time widget is dragged. Returns true if the drag had any effect, false otherwise.
UMG
virtual bool DragDropPreviewByDesigner ( const FVector2D & LocalCursorPosition, const [TOptional](API\Runtime\Core\IO\TOptional)< int32 > & XGridSnapSize, const [TOptional](API\Runtime\Core\IO\TOptional)< int32 > & YGridSnapSize )
[]
UCanvasPanelSlot::GetAnchors
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Gets the anchors on the slot
UMG
[FAnchors](API\Runtime\Slate\Widgets\Layout\FAnchors) GetAnchors() const
[]
UCanvasPanelSlot::GetAutoSize
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Gets if the slot to be auto-sized
UMG
bool GetAutoSize() const
[]
UCanvasPanelSlot::GetOffsets
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Gets the offset data of the slot, which could be position and size, or margins depending on the anchor points
UMG
[FMargin](API\Runtime\SlateCore\Layout\FMargin) GetOffsets() const
[]
UCanvasPanelSlot::GetLayout
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Gets the layout data of the slot
UMG
[FAnchorData](API\Runtime\UMG\Components\FAnchorData) GetLayout() const
[]
UCanvasPanelSlot::GetPosition
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Gets the position of the slot
UMG
FVector2D GetPosition() const
[]
UCanvasPanelSlot::GetZOrder
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Gets the z-order on the slot
UMG
int32 GetZOrder() const
[]
UCanvasPanelSlot::GetSize
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Gets the size of the slot
UMG
FVector2D GetSize() const
[]
UCanvasPanelSlot::NudgeByDesigner
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Called by the designer to "nudge" a widget in a direction. Returns true if the nudge had any effect, false otherwise.
UMG
virtual bool NudgeByDesigner ( const FVector2D & NudgeDirection, const [TOptional](API\Runtime\Core\IO\TOptional)< int32 > & GridSnapSize )
[]
UCanvasPanelSlot::PostEditChangeChainProperty
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.
UMG
virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )
[]
UCanvasPanelSlot::PreEditChange
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
This is called when a property is about to be modified externally
UMG
virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )
[]
UCanvasPanelSlot::SaveBaseLayout
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Stores the current layout information about the slot and parent canvas.
UMG
void SaveBaseLayout()
[]
UCanvasPanelSlot::RebaseLayout
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Compares the saved base layout against the current state. Updates the necessary properties to maintain a stable position.
UMG
void RebaseLayout ( bool PreserveSize )
[]
UCanvasPanelSlot::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UCanvasPanelSlot::SetAlignment
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Sets the alignment on the slot
UMG
void SetAlignment ( FVector2D InAlignment )
[]
UCanvasPanelSlot::SetAutoSize
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Sets if the slot to be auto-sized
UMG
void SetAutoSize ( bool InbAutoSize )
[]
UCanvasPanelSlot::SetAnchors
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
Sets the anchors on the slot
UMG
void SetAnchors ( [FAnchors](API\Runtime\Slate\Widgets\Layout\FAnchors) InAnchors )
[]
UCanvasPanelSlot::SetDesiredPosition
/Engine/Source/Runtime/UMG/Public/Components/CanvasPanelSlot.h
UMG
void SetDesiredPosition ( FVector2D InPosition )
[]