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UListViewBase::OnEntryWidgetReleased
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
[FOnEntryWidgetReleased](API\Runtime\UMG\Components\UListViewBase\FOnEntryWidgetReleased) & OnEntryWidgetReleased()
[]
UListViewBase::RebuildListWidget
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.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()
[]
UListViewBase::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.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()
[]
UListViewBase::RefreshDesignerItems
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UListView::OnRefreshDesignerItemsfor a usage example
UMG
template<typename PlaceholderItemT> void RefreshDesignerItems ( [TArray](API\Runtime\Core\Containers\TArray)< PlaceholderItemT > & ListItems, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< PlaceholderItemT()> CreateItemFunc )
[]
UListViewBase::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UListViewBase::RequestRefresh
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
It does NOT account for changes within existing items - that is up to the item to announce and an entry to listen to as needed. This can be onerous to set up for simple cases, so it's also reasonable (though not ideal) to call RegenerateAllEntries when changes within N list items need to be reflected.
UMG
void RequestRefresh()
[]
UListViewBase::ScrollToBottom
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Scroll the entire list down to the bottom-most item
UMG
void ScrollToBottom()
[]
UListViewBase::SetScrollbarVisibility
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
void SetScrollbarVisibility ( ESlateVisibility InVisibility )
[]
UListViewBase::SetScrollOffset
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Set the scroll offset of this view (in items)
UMG
void SetScrollOffset ( const float InScrollOffset )
[]
UListViewBase::ScrollToTop
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Scroll the entire list up to the first item
UMG
void ScrollToTop()
[]
UListViewBase::SetWheelScrollMultiplier
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
void SetWheelScrollMultiplier ( float NewWheelScrollMultiplier )
[]
UListViewBase::RegenerateAllEntries
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Full regeneration of all entries in the list. Note that the entryUWidgetinstances will not be destroyed, but they will be released and re-generated. In other words, entry widgets will not receive Destruct/Construct events. They will receive OnEntryReleased andIUserObjectListEntryimplementations will receive OnListItemObjectSet.
UMG
void RegenerateAllEntries()
[]
UListViewBase::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.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()
[]
UListViewBase::ValidateCompiledDefaults
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Called at the end of Widget Blueprint compilation. Allows UMG elements to evaluate their default states and determine whether they are acceptable. To trigger compilation failure, add an error to the log. Warnings and notes will be visible, but will not cause compiles to fail.
UMG
virtual void ValidateCompiledDefaults ( [IWidgetCompilerLog](API\Runtime\UMG\Editor\IWidgetCompilerLog) & CompileLog ) const
[]
UListViewBase::UListViewBase
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
UMG
UListViewBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UListViewBase
/Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h
Example: class UMyUserWidget : publicUUserWidget{ UListView* ListView_InventoryItems; }
UMG
class UListViewBase : public [UWidget](API\Runtime\UMG\Components\UWidget)
[ { "type": "bool", "name": "AllowOverscroll", "description": "Disable to stop scrollbars from activating inertial overscrolling" }, { "type": "bool", "name": "bAllowDragging", "description": "True to allow dragging of row widgets in the list" }, { "type": "bool", "name": "bEnableFixedLineOffset", "description": "" }, { "type": "bool", "name": "bEnableRightClickScrolling", "description": "True to allow right click drag scrolling." }, { "type": "bool", "name": "bEnableScrollAnimation", "description": "True to enable lerped animation when scrolling through the list" }, { "type": "FOnListEntryGen...", "name": "BP_OnEntryGenerated", "description": "Called when a row widget is generated for a list item" }, { "type": "FOnListEntryRel...", "name": "BP_OnEntryReleased", "description": "Called when a row widget is released by the list (i.e. when it no longer represents a list item)" }, { "type": "TSubclassOf<UU...", "name": "EntryWidgetClass", "description": "Note: Options for this property can be configured via class and property metadata. See class declaration comment above." }, { "type": "float", "name": "FixedLineScrollOffset", "description": "Optional fixed offset (in lines) to always apply to the top/left (depending on orientation) of the list." }, { "type": "TArray<TWeakOb...", "name": "GeneratedEntriesToAnnounce", "description": "Normally these are processed byUListViewBase::FinishGeneratingEntrywhich uses World->GetTimerManager() to generate entries next frame However when for example using a listview in editor utility widgets a world there is not reliable and an alternative is to useFTSTicker::GetCoreTicker()" }, { "type": "float", "name": "WheelScrollMultiplier", "description": "The multiplier to apply when wheel scrolling" } ]
UMenuAnchor::Close
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Closes the menu if it is currently open.
UMG
void Close()
[]
FGetUserWidget
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
class FGetUserWidget
[]
UMenuAnchor::FitInWindow
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
void FitInWindow ( bool bFit )
[]
UMenuAnchor::GetMenuPosition
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Returns the current menu position
UMG
FVector2D GetMenuPosition() const
[]
UMenuAnchor::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UMenuAnchor::GetPlacement
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
EMenuPlacement GetPlacement() const
[]
UMenuAnchor::HandleGetMenuContent
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleGetMenuContent()
[]
UMenuAnchor::HandleMenuOpenChanged
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
void HandleMenuOpenChanged ( bool bIsOpen )
[]
UMenuAnchor::InitShouldDeferPaintingAfterWindowContent
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Initialize ShouldDeferPaintingAfterWindowContent in the constructor before theSWidgetis constructed.
UMG
void InitShouldDeferPaintingAfterWindowContent ( bool InShouldDeferPaintingAfterWindowContent )
[]
UMenuAnchor::InitUseApplicationMenuStack
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Initialize UseApplicationMenuStack in the constructor before theSWidgetis constructed.
UMG
void InitUseApplicationMenuStack ( bool InUseApplicationMenuStack )
[]
UMenuAnchor::HasOpenSubMenus
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Returns whether this menu has open submenus
UMG
bool HasOpenSubMenus() const
[]
UMenuAnchor::IsDeferPaintingAfterWindowContent
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
bool IsDeferPaintingAfterWindowContent() const
[]
UMenuAnchor::IsOpen
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Returns true if the popup is open; false otherwise.
UMG
bool IsOpen() const
[]
UMenuAnchor::IsFitInWindow
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
bool IsFitInWindow() const
[]
UMenuAnchor::OnSlotAdded
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UPanelWidget.
UMG
virtual void OnSlotAdded ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UMenuAnchor::IsUseApplicationMenuStack
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
bool IsUseApplicationMenuStack() const
[]
UMenuAnchor::OnSlotRemoved
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
virtual void OnSlotRemoved ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
[]
UMenuAnchor::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.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()
[]
UMenuAnchor::Open
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Opens the menu if it is not already open
UMG
void Open ( bool bFocusMenu )
[]
UMenuAnchor::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UMenuAnchor::SetPlacement
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
void SetPlacement ( EMenuPlacement InPlacement )
[]
UMenuAnchor::ShouldOpenDueToClick
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Returns true if we should open the menu due to a click. Sometimes we should not, if the same MouseDownEvent that just closed the menu is about to re-open it because it happens to land on the button.
UMG
bool ShouldOpenDueToClick() const
[]
UMenuAnchor::ToggleOpen
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
Toggles the menus open state.
UMG
void ToggleOpen ( bool bFocusOnOpen )
[]
UMenuAnchor::UMenuAnchor
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
UMG
UMenuAnchor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
FOnMultiLineEditableTextChangedEvent
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
class FOnMultiLineEditableTextChangedEvent
[]
FOnMultiLineEditableTextCommittedEvent
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
class FOnMultiLineEditableTextCommittedEvent
[]
UMenuAnchor
/Engine/Source/Runtime/UMG/Public/Components/MenuAnchor.h
The Menu Anchor allows you to specify an location that a popup menu should be anchored to, and should be summoned from.
UMG
class UMenuAnchor : public [UContentWidget](API\Runtime\UMG\Components\UContentWidget)
[ { "type": "TSubclassOf< cl...", "name": "MenuClass", "description": "The widget class to spawn when the menu is required." }, { "type": "TSharedPtr<SMe...", "name": "MyMenuAnchor", "description": "" }, { "type": "FGetUserWidget", "name": "OnGetUserMenuContentEvent", "description": "Called when the menu content is requested to allow a more customized handling over what to display" }, { "type": "FOnMenuOpenChan...", "name": "OnMenuOpenChanged", "description": "Called when the opened state of the menu changes" } ]
UMultiLineEditableText::GetClearKeyboardFocusOnCommit
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Whether to clear keyboard focus when pressing enter to commit changes
UMG
bool GetClearKeyboardFocusOnCommit() const
[]
UMultiLineEditableText::GetFont
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
const [FSlateFontInfo](API\Runtime\SlateCore\Fonts\FSlateFontInfo) & GetFont() const
[]
UMultiLineEditableText::GetClearTextSelectionOnFocusLoss
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Whether to clear text selection when focus is lost
UMG
bool GetClearTextSelectionOnFocusLoss() const
[]
UMultiLineEditableText::GetHintText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Returns the Hint text that appears when there is no text in the text box
UMG
[FText](API\Runtime\Core\Internationalization\FText) GetHintText() const
[]
UMultiLineEditableText::GetIsReadOnly
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Return true when this text cannot be modified interactively by the user
UMG
bool GetIsReadOnly() const
[]
UMultiLineEditableText::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UMultiLineEditableText::GetText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Gets the widget text The widget text
UMG
[FText](API\Runtime\Core\Internationalization\FText) GetText() const
[]
UMultiLineEditableText::GetRevertTextOnEscape
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Whether to allow the user to back out of changes when they press the escape key
UMG
bool GetRevertTextOnEscape() const
[]
UMultiLineEditableText::GetSelectAllTextWhenFocused
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Whether to select all text when the user clicks to give focus on the widget
UMG
bool GetSelectAllTextWhenFocused() const
[]
UMultiLineEditableText::HandleOnTextCommitted
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
void HandleOnTextCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & Text, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitMethod )
[]
UMultiLineEditableText::K2_Gate_HintText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
[FText](API\Runtime\Core\Internationalization\FText) K2_Gate_HintText()
[]
UMultiLineEditableText::HandleOnTextChanged
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
void HandleOnTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )
[]
UMultiLineEditableText::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.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()
[]
UMultiLineEditableText::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UMultiLineEditableText::SetClearKeyboardFocusOnCommit
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Set to true to clear keyboard focus when pressing enter to commit changes
UMG
void SetClearKeyboardFocusOnCommit ( bool bClearKeyboardFocusOnCommit )
[]
UMultiLineEditableText::SetClearTextSelectionOnFocusLoss
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Set to true to clear text selection when focus is lost
UMG
void SetClearTextSelectionOnFocusLoss ( bool bClearTextSelectionOnFocusLoss )
[]
UMultiLineEditableText::SetFont
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
void SetFont ( [FSlateFontInfo](API\Runtime\SlateCore\Fonts\FSlateFontInfo) InFontInfo )
[]
UMultiLineEditableText::SetFontMaterial
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
void SetFontMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )
[]
UMultiLineEditableText::SetFontOutlineMaterial
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
void SetFontOutlineMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )
[]
UMultiLineEditableText::SetJustification
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
virtual void SetJustification ( [ETextJustify::Type](API\Runtime\Slate\Framework\Text\ETextJustify__Type) InJustification )
[]
UMultiLineEditableText::SetHintText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Sets the Hint text that appears when there is no text in the text box
UMG
void SetHintText ( [FText](API\Runtime\Core\Internationalization\FText) InHintText )
[]
UMultiLineEditableText::SetIsReadOnly
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Sets the Text as Readonly to prevent it from being modified interactively by the user
UMG
void SetIsReadOnly ( bool bReadOnly )
[]
UMultiLineEditableText::SetSelectAllTextWhenFocused
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Set to true to select all text when the user clicks to give focus on the widget
UMG
void SetSelectAllTextWhenFocused ( bool bSelectAllTextWhenFocused )
[]
UMultiLineEditableText::SetRevertTextOnEscape
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Set to true to allow the user to back out of changes when they press the escape key
UMG
void SetRevertTextOnEscape ( bool bRevertTextOnEscape )
[]
UMultiLineEditableText::SetText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Directly sets the widget text.
UMG
void SetText ( [FText](API\Runtime\Core\Internationalization\FText) InText )
[]
UMultiLineEditableText::SetWidgetStyle
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
void SetWidgetStyle ( const [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & InWidgetStyle )
[]
UMultiLineEditableText::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.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()
[]
UMultiLineEditableText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
Editable text box widget
UMG
class UMultiLineEditableText : public [UTextLayoutWidget](API\Runtime\UMG\Components\UTextLayoutWidget)
[ { "type": "bool", "name": "AllowContextMenu", "description": "Whether the context menu can be opened" }, { "type": "FGetText", "name": "HintTextDelegate", "description": "A bindable delegate to allow logic to drive the hint text of the widget" }, { "type": "FText", "name": "K2_Cache_HintText", "description": "" }, { "type": "TSharedPtr<SMu...", "name": "MyMultiLineEditableText", "description": "" }, { "type": "FOnMultiLineEdi...", "name": "OnTextChanged", "description": "Called whenever the text is changed programmatically or interactively by the user" }, { "type": "FOnMultiLineEdi...", "name": "OnTextCommitted", "description": "Called whenever the text is committed." }, { "type": "EVirtualKeyboar...", "name": "VirtualKeyboardDismissAction", "description": "What action should be taken when the virtual keyboard is dismissed?" }, { "type": "FVirtualKeyboar...", "name": "VirtualKeyboardOptions", "description": "Additional options for the virtual keyboard" }, { "type": "FTextBlockStyle", "name": "WidgetStyle", "description": "The style" } ]
FOnMultiLineEditableTextBoxCommittedEvent
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
class FOnMultiLineEditableTextBoxCommittedEvent
[]
FOnMultiLineEditableTextBoxChangedEvent
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
class FOnMultiLineEditableTextBoxChangedEvent
[]
UMultiLineEditableText::UMultiLineEditableText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableText.h
UMG
UMultiLineEditableText ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UMultiLineEditableTextBox::GetHintText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
Returns the Hint text that appears when there is no text in the text box
UMG
[FText](API\Runtime\Core\Internationalization\FText) GetHintText() const
[]
UMultiLineEditableTextBox::GetIsReadOnly
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
Return true when this text cannot be modified interactively by the user
UMG
bool GetIsReadOnly() const
[]
UMultiLineEditableTextBox::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
[]
UMultiLineEditableTextBox::GetText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
Provide a alternative mechanism for error reporting. Gets the widget text The widget text
UMG
[FText](API\Runtime\Core\Internationalization\FText) GetText() const
[]
UMultiLineEditableTextBox::HandleOnTextCommitted
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
void HandleOnTextCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & Text, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitMethod )
[]
UMultiLineEditableTextBox::K2_Gate_HintText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
[FText](API\Runtime\Core\Internationalization\FText) K2_Gate_HintText()
[]
UMultiLineEditableTextBox::HandleOnTextChanged
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
void HandleOnTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )
[]
UMultiLineEditableTextBox::ReleaseSlateResources
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
virtual void ReleaseSlateResources ( bool bReleaseChildren )
[]
UMultiLineEditableTextBox::Serialize
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.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 )
[]
UMultiLineEditableTextBox::RebuildWidget
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.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()
[]
UMultiLineEditableTextBox::SetHintText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
Sets the Hint text that appears when there is no text in the text box
UMG
void SetHintText ( [FText](API\Runtime\Core\Internationalization\FText) InHintText )
[]
UMultiLineEditableTextBox::SetError
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
void SetError ( [FText](API\Runtime\Core\Internationalization\FText) InError )
[]
UMultiLineEditableTextBox::SetForegroundColor
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
void SetForegroundColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) color )
[]
UMultiLineEditableTextBox::SetIsReadOnly
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
Sets the Text as Readonly to prevent it from being modified interactively by the user
UMG
void SetIsReadOnly ( bool bReadOnly )
[]
UMultiLineEditableTextBox::SetJustification
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
TODO UMG Add Set ReadOnlyForegroundColor TODO UMG Add Set BackgroundColor TODO UMG Add Set Font
UMG
virtual void SetJustification ( [ETextJustify::Type](API\Runtime\Slate\Framework\Text\ETextJustify__Type) InJustification )
[]
UMultiLineEditableTextBox::SetText
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
Directly sets the widget text. Warning: This will wipe any binding created for the Text property!
UMG
void SetText ( [FText](API\Runtime\Core\Internationalization\FText) InText )
[]
UMultiLineEditableTextBox::SetTextStyle
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
void SetTextStyle ( const [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & InTextStyle )
[]
UMultiLineEditableTextBox::SynchronizeProperties
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.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()
[]
UMultiLineEditableTextBox::UMultiLineEditableTextBox
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
UMG
UMultiLineEditableTextBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UMultiLineEditableTextBox
/Engine/Source/Runtime/UMG/Public/Components/MultiLineEditableTextBox.h
Allows a user to enter multiple lines of text
UMG
class UMultiLineEditableTextBox : public [UTextLayoutWidget](API\Runtime\UMG\Components\UTextLayoutWidget)
[ { "type": "bool", "name": "AllowContextMenu", "description": "Whether the context menu can be opened" }, { "type": "FGetText", "name": "HintTextDelegate", "description": "A bindable delegate to allow logic to drive the hint text of the widget" }, { "type": "FText", "name": "K2_Cache_HintText", "description": "" }, { "type": "TSharedPtr<SMu...", "name": "MyEditableTextBlock", "description": "" }, { "type": "FOnMultiLineEdi...", "name": "OnTextChanged", "description": "Called whenever the text is changed programmatically or interactively by the user" }, { "type": "FOnMultiLineEdi...", "name": "OnTextCommitted", "description": "Called whenever the text is committed." }, { "type": "EVirtualKeyboar...", "name": "VirtualKeyboardDismissAction", "description": "What action should be taken when the virtual keyboard is dismissed?" }, { "type": "FVirtualKeyboar...", "name": "VirtualKeyboardOptions", "description": "Additional options to be used by the virtual keyboard summoned from this widget" }, { "type": "FEditableTextBo...", "name": "WidgetStyle", "description": "The style" } ]
UMWidget::
/Engine/Source/Runtime/UMG/Public/Components/Widget.h
Valid keywords for the UCLASS macro
UMG
namespace UMWidget { enum { EntryClass, EntryInterface, } }
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UMWidget::
/Engine/Source/Runtime/UMG/Public/Components/Widget.h
Valid metadata keywords for the UPROPERTY macro
UMG
namespace UMWidget { enum { DesignerRebuild, BindWidget, BindWidgetOptional, OptionalWidget, BindWidgetAnim, BindWidgetAnimOptional, IsBindableEvent, } }
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UNamedSlot::GetPaletteCategory
/Engine/Source/Runtime/UMG/Public/Components/NamedSlot.h
Gets the palette category of the widget
UMG
virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()
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UNamedSlot::OnSlotAdded
/Engine/Source/Runtime/UMG/Public/Components/NamedSlot.h
UMG
virtual void OnSlotAdded ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
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UNamedSlot::GetSlotGUID
/Engine/Source/Runtime/UMG/Public/Components/NamedSlot.h
UMG
[FGuid](API\Runtime\Core\Misc\FGuid) GetSlotGUID() const
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UNamedSlot::OnSlotRemoved
/Engine/Source/Runtime/UMG/Public/Components/NamedSlot.h
UMG
virtual void OnSlotRemoved ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * Slot )
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