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UInputKeySelector::GetSelectedKey
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Returns the currently selected key.
UMG
[FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) GetSelectedKey() const
[]
UInputKeySelector::GetTextStyle
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Returns the style of the text used inside the button.
UMG
const [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & GetTextStyle() const
[]
UInputKeySelector::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.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()
[]
UInputKeySelector::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UInputKeySelector::Serialize
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.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 )
[]
UInputKeySelector::SetAllowModifierKeys
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets whether or not modifier keys are allowed in the selected key.
UMG
void SetAllowModifierKeys ( bool bInAllowModifierKeys )
[]
UInputKeySelector::SetAllowGamepadKeys
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets whether or not gamepad keys are allowed in the selected key.
UMG
void SetAllowGamepadKeys ( bool bInAllowGamepadKeys )
[]
UInputKeySelector::SetButtonStyle
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets the style of the button used to start key selection mode.
UMG
void SetButtonStyle ( const [FButtonStyle](API\Runtime\SlateCore\Styling\FButtonStyle) & ButtonStyle )
[]
UInputKeySelector::SetButtonStyle
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets the style of the button used to start key selection mode.
UMG
void SetButtonStyle ( const [FButtonStyle](API\Runtime\SlateCore\Styling\FButtonStyle) * ButtonStyle )
[]
UInputKeySelector::SetEscapeKeys
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets escape keys.
UMG
void SetEscapeKeys ( const [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & InKeys )
[]
UInputKeySelector::SetKeySelectionText
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets the text which is displayed while selecting keys.
UMG
void SetKeySelectionText ( [FText](API\Runtime\Core\Internationalization\FText) InKeySelectionText )
[]
UInputKeySelector::SetMargin
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets the amount of blank space around the text used to display the currently selected key.
UMG
void SetMargin ( const [FMargin](API\Runtime\SlateCore\Layout\FMargin) & InMargin )
[]
UInputKeySelector::SetNoKeySpecifiedText
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets the text to display when no key text is available or not selecting a key.
UMG
void SetNoKeySpecifiedText ( [FText](API\Runtime\Core\Internationalization\FText) InNoKeySpecifiedText )
[]
UInputKeySelector::SetSelectedKey
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets the currently selected key.
UMG
void SetSelectedKey ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) & InSelectedKey )
[]
UInputKeySelector::SetTextBlockVisibility
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets the visibility of the text block.
UMG
void SetTextBlockVisibility ( const ESlateVisibility InVisibility )
[]
UInputKeySelector::SetTextStyle
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
Sets the style of the text used inside the button.
UMG
void SetTextStyle ( const [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & InTextStyle )
[]
UInputKeySelector::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.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()
[]
UInputKeySelector
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
A widget for selecting a single key or a single key with a modifier.
UMG
class UInputKeySelector : public [UWidget](API\Runtime\UMG\Components\UWidget)
[ { "type": "TArray<FKey>", "name": "EscapeKeys", "description": "When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored." }, { "type": "FOnIsSelectingK...", "name": "OnIsSelectingKeyChanged", "description": "Called whenever the key selection mode starts or stops." }, { "type": "FOnKeySelected", "name": "OnKeySelected", "description": "Called whenever a new key is selected by the user." } ]
UInvalidationBox::GetCanCache
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
true when the invalidation box cache the widgets. The widgets will be updated only if they get invalidated.
UMG
bool GetCanCache() const
[]
UInvalidationBox::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UInvalidationBox::OnSlotAdded
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
UMG
virtual void OnSlotAdded ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UInvalidationBox::OnSlotRemoved
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
UMG
virtual void OnSlotRemoved ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UInvalidationBox::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.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()
[]
UInvalidationBox::InvalidateCache
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
Deprecated* InvalidationCache is not used.
UMG
void InvalidateCache()
[]
UInputKeySelector::UInputKeySelector
/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
UMG
UInputKeySelector ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UInvalidationBox::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UInvalidationBox::SetCanCache
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
the other internal flags can disable the option.
UMG
void SetCanCache ( bool CanCache )
[]
UInvalidationBox::UInvalidationBox
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
UMG
UInvalidationBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UInvalidationBox
/Engine/Source/Runtime/UMG/Public/Components/InvalidationBox.h
Invalidate
UMG
class UInvalidationBox : public [UContentWidget](API\Runtime\UMG\Components\UContentWidget)
[ { "type": "TSharedPtr< cla...", "name": "MyInvalidationPanel", "description": "" } ]
UListView::AddItem
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Adds an the item to the list
UMG
void AddItem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item )
[]
UListView::ClearListItems
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Removes all items from the list
UMG
void ClearListItems()
[]
UListView::ConstructListView
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
SListViewconstruction helper - useful if using a customSTreeViewsubclass
UMG
template<template< typename > class ListViewT> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ListViewT< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > > ConstructListView()
[]
UListView::GetDefaultEntryClass
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > GetDefaultEntryClass() const
[]
UListView::GetDesiredEntryPadding
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Gets the desired padding for the entry representing the given item
UMG
virtual [FMargin](API\Runtime\SlateCore\Layout\FMargin) GetDesiredEntryPadding ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item ) const
[]
UListView::GetEntryWidgetFromItem
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
template<typename RowWidgetT> RowWidgetT * GetEntryWidgetFromItem ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item ) const
[]
UListView::GetHorizontalEntrySpacing
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Get the horizontal spacing between entries.
UMG
float GetHorizontalEntrySpacing() const
[]
UListView::GetIndexForItem
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Returns the index that the specified item is at. Will return the first found, or -1 for not found
UMG
int32 GetIndexForItem ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item ) const
[]
UListView::GetItemAt
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Returns the item at the given index
UMG
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetItemAt ( int32 Index ) const
[]
UListView::GetListItems
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Gets the list of all items in the list. Note that each of these items only has a corresponding entry widget when visible. Use GetDisplayedEntryWidgets to get the currently displayed widgets.
UMG
const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & GetListItems() const
[]
UListView::GetNumItems
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Returns the total number of items
UMG
int32 GetNumItems() const
[]
UListView::GetMyListView
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [SListView](API\Editor\UnrealEd\Editor\SListView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * GetMyListView() const
[]
UListView::GetOwningUserIndex
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual uint32 GetOwningUserIndex() const
[]
UListView::GetSelectedItem
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Gets the first selected item, if any; recommended that you only use this for single selection lists.
UMG
template<typename ObjectT> ObjectT * GetSelectedItem() const
[]
UListView::GetOrientation
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
EOrientation GetOrientation() const
[]
UListView::GetVerticalEntrySpacing
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Get the vertical spacing between entries.
UMG
float GetVerticalEntrySpacing() const
[]
UListView::GetSelectionMode
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
[ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) GetSelectionMode() const
[]
UListView::HandleListEntryHovered
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual void HandleListEntryHovered ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & EntryWidget )
[]
UListView::HandleListEntryUnhovered
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual void HandleListEntryUnhovered ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & EntryWidget )
[]
UListView::HandleOnEntryInitializedInternal
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
void HandleOnEntryInitializedInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & TableRow )
[]
UListView::IsDesignerPreview
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual bool IsDesignerPreview() const
[]
UListView::InitHorizontalEntrySpacing
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
void InitHorizontalEntrySpacing ( float InHorizontalEntrySpacing )
[]
UListView::InitVerticalEntrySpacing
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
void InitVerticalEntrySpacing ( float InVerticalEntrySpacing )
[]
UListView::IsRefreshPending
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Returns true if a refresh is pending and the list will be rebuilt on the next tick
UMG
bool IsRefreshPending() const
[]
UListView::NavigateToIndex
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Requests that the item at the given index navigated to, scrolling it into view if needed.
UMG
void NavigateToIndex ( int32 Index )
[]
UListView::OnFinishedScrolling
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FOnFinishedScrolling](API\Runtime\UMG\Components\ITypedUMGListView\FOnFinishedScrolling) & OnFinishedScrolling() const
[]
UListView::OnGenerateEntryWidgetInternal
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Generates the actual entry widget that represents the given item. Expected to be used in concert withUListViewBase::GenerateTypedEntry().
UMG
virtual [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & OnGenerateEntryWidgetInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > DesiredEntryClass, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )
[]
UListView::OnGetEntryClassForItem
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FOnGetEntryClassForItem](API\Runtime\UMG\Components\ITypedUMGListView\FOnGetEntryClassForItem) & OnGetEntryClassForItem() const
[]
UListView::OnIsItemSelectableOrNavigable
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FOnIsItemSelectableOrNavigable](API\Runtime\UMG\Components\ITypedUMGListView\FOnIsItemSelectableOrNavigable) & OnIsItemSelectableOrNavigable() const
[]
UListView::OnItemClicked
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FSimpleListItemEvent](API\Runtime\UMG\Components\ITypedUMGListView\FSimpleListItemEvent) & OnItemClicked() const
[]
UListView::OnItemClickedInternal
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
ListView events - implement these instead of binding handlers directly to a list
UMG
virtual void OnItemClickedInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item )
[]
UListView::OnItemDoubleClicked
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FSimpleListItemEvent](API\Runtime\UMG\Components\ITypedUMGListView\FSimpleListItemEvent) & OnItemDoubleClicked() const
[]
UListView::OnItemDoubleClickedInternal
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual void OnItemDoubleClickedInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item )
[]
UListView::OnItemExpansionChanged
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FOnItemExpansionChanged](API\Runtime\UMG\Components\ITypedUMGListView\FOnItemExpansionChanged) & OnItemExpansionChanged() const
[]
UListView::OnItemIsHoveredChanged
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FOnItemIsHoveredChanged](API\Runtime\UMG\Components\ITypedUMGListView\FOnItemIsHoveredChanged) & OnItemIsHoveredChanged() const
[]
UListView::OnItemsChanged
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual void OnItemsChanged ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AddedItems, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & RemovedItems )
[]
UListView::OnItemScrolledIntoView
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FOnItemScrolledIntoView](API\Runtime\UMG\Components\ITypedUMGListView\FOnItemScrolledIntoView) & OnItemScrolledIntoView() const
[]
UListView::OnItemScrolledIntoViewInternal
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual void OnItemScrolledIntoViewInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & EntryWidget )
[]
UListView::OnItemSelectionChanged
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FOnItemSelectionChanged](API\Runtime\UMG\Components\ITypedUMGListView\FOnItemSelectionChanged) & OnItemSelectionChanged() const
[]
UListView::OnListItemEndPlayed
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
void OnListItemEndPlayed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Item, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )
[]
UListView::OnListViewScrolled
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual [FOnListViewScrolled](API\Runtime\UMG\Components\ITypedUMGListView\FOnListViewScrolled) & OnListViewScrolled() const
[]
UListView::OnListItemOuterEndPlayed
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
void OnListItemOuterEndPlayed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ItemOuter, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )
[]
UListView::OnListViewScrolledInternal
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual void OnListViewScrolledInternal ( float ItemOffset, float DistanceRemaining )
[]
UListView::OnSelectionChangedInternal
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual void OnSelectionChangedInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * FirstSelectedItem )
[]
UListView::PostLoad
/Engine/Source/Runtime/UMG/Public/Components/ListView.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()
[]
UListView::RebuildListWidget
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Implement in child classes to construct the actual ListView Slate widget
UMG
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > RebuildListWidget()
[]
UListView::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UListView::ScrollIndexIntoView
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Requests that the item at the given index is scrolled into view
UMG
void ScrollIndexIntoView ( int32 Index )
[]
UListView::RemoveItem
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Removes an the item from the list
UMG
void RemoveItem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item )
[]
UListView::SetListItems
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Set the list of items to display within this listview
UMG
template<typename ItemObjectT, typename AllocatorType> void SetListItems ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemObjectT, AllocatorType > & InListItems )
[]
UListView::SetSelectedIndex
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Sets the item at the given index as the sole selected item.
UMG
void SetSelectedIndex ( int32 Index )
[]
UListView::OnRefreshDesignerItems
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UListView::OnRefreshDesignerItemsfor a usage example
UMG
virtual void OnRefreshDesignerItems()
[]
UListView::SetSelectionMode
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
Sets the new selection mode, preserving the current selection where possible.
UMG
void SetSelectionMode ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) > SelectionMode )
[]
UListView::SetSelectedItem
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
void SetSelectedItem ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item )
[]
UListView
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
To make a widget usable as an entry in a ListView, it must inherit from theIUserObjectListEntryinterface.
UMG
class UListView : public [UListViewBase](API\Runtime\UMG\Components\UListViewBase), public [ITypedUMGListView< UObject * >](API\Runtime\UMG\Components\ITypedUMGListView)
[ { "type": "bool", "name": "bClearSelectionOnClick", "description": "" }, { "type": "bool", "name": "bIsFocusable", "description": "" }, { "type": "bool", "name": "bReturnFocusToSelection", "description": "" }, { "type": "EConsumeMouseWh...", "name": "ConsumeMouseWheel", "description": "" }, { "type": "float", "name": "EntrySpacing", "description": "This deprecated property was originally BlueprintReadOnly." }, { "type": "TArray<TObject...", "name": "ListItems", "description": "" }, { "type": "TSharedPtr<SLi...", "name": "MyListView", "description": "" }, { "type": "TEnumAsByte< EO...", "name": "Orientation", "description": "The scroll & layout orientation of the list." }, { "type": "FScrollBarStyle", "name": "ScrollBarStyle", "description": "" }, { "type": "TEnumAsByte<ES...", "name": "SelectionMode", "description": "" }, { "type": "FTableViewStyle", "name": "WidgetStyle", "description": "" } ]
UListView::UListView
/Engine/Source/Runtime/UMG/Public/Components/ListView.h
UMG
UListView ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )
[]
UListViewBase::FinishGeneratingEntry
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
virtual void FinishGeneratingEntry ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & GeneratedEntry )
[]
FOnEntryWidgetReleased
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
class FOnEntryWidgetReleased : public TBaseMulticastDelegate_OneParam< void, UUserWidget & >
[]
FOnListEntryGenerated
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
class FOnListEntryGenerated : public TBaseMulticastDelegate_OneParam< void, UUserWidget & >
[]
UListViewBase::GenerateTypedEntry
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
template<typename WidgetEntryT, typename ObjectTableRowT> WidgetEntryT & GenerateTypedEntry ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< WidgetEntryT > WidgetClass, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )
[]
UListViewBase::GetDisplayedEntryWidgets
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Gets all of the list entry widgets currently being displayed by the list
UMG
const [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > & GetDisplayedEntryWidgets() const
[]
UListViewBase::GetEntryWidgetClass
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > GetEntryWidgetClass() const
[]
UListViewBase::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UListViewBase::HandleListEntryUnhovered
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
virtual void HandleListEntryUnhovered ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & EntryWidget )
[]
UListViewBase::HandleListEntryHovered
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
virtual void HandleListEntryHovered ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & EntryWidget )
[]
UListViewBase::GetScrollOffset
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Get the scroll offset of this view (in items)
UMG
float GetScrollOffset() const
[]
UListViewBase::HandleRowReleased
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Expected to be bound to the actual ListView widget created by a child class (automatically taken care of via the construction helpers withinITypedUMGListView)
UMG
void HandleRowReleased ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & Row )
[]
UListViewBase::NativeOnEntryReleased
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
virtual void NativeOnEntryReleased ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * EntryWidget )
[]
UListViewBase::NativeOnEntryGenerated
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
virtual void NativeOnEntryGenerated ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * EntryWidget )
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UListViewBase::OnEntryWidgetGenerated
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
[FOnListEntryGenerated](API\Runtime\UMG\Components\UListViewBase\FOnListEntryGenerated) & OnEntryWidgetGenerated()
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UListViewBase::OnRefreshDesignerItems
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UListView::OnRefreshDesignerItemsfor a usage example
UMG
virtual void OnRefreshDesignerItems()
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