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Unreal Engine C++ API Reference > Editor > UMGEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintCore
- UBlueprint
- UUserWidgetBlueprint
- UBaseWidgetBlueprint
- UWidgetBlueprint
- UEditorUtilityWidgetBlueprint
References
Module | UMGEditor |
Header | /Engine/Source/Editor/UMGEditor/Public/WidgetBlueprint.h |
Include | #include "WidgetBlueprint.h" |
Syntax
class UWidgetBlueprint : public UBaseWidgetBlueprint
Remarks
The widget blueprint enables extending UUserWidget the user extensible UWidget.
Variables
Type | Name | Description | |
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TArray< TObjectPtr< UWidgetAnimation > > | Animations | |
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TArray< FDelegateEditorBinding > | Bindings | |
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FString | PaletteCategory | Don't directly modify this property to change the palette category. |
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int32 | PropertyBindings | The total number of property bindings. Consider this as a performance warning. |
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FVector2D | ThumbnailCustomSize | |
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TObjectPtr< UTexture2D > | ThumbnailImage | |
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EThumbnailPreviewSizeMode | ThumbnailSizeMode |
Constructors
Type | Name | Description | |
---|---|---|---|
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UWidgetBlueprint
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | ||
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bool | DetectSlateWidgetLeaks
(
FDataValidationContext& Context |
|
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TSharedPtr< FKismetCompilerContext > | GetCompilerForWidgetBP
(
UBlueprint* BP, |
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TArray< FName > | Gets any named slots exposed by the parent generated class that can be slotted into by the subclass. | |
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const UWidgetEditingProjectSettings * | ||
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UWidgetEditingProjectSettings * | ||
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UPackage * | ||
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TValueOrError< void, UWidget * > | ||
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bool | IsWidgetFreeFromCircularReferences
(
UUserWidget* UserWidget |
Returns true if the supplied user widget will not create a circular reference when added to this blueprint |
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void | UpdateTickabilityStats
(
bool& OutHasLatentActions, |
|
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bool | ValidateGeneratedClass
(
const UClass* InClass |
Overridden from UBlueprint
Type | Name | Description | |
---|---|---|---|
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bool | ||
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bool | UWidget blueprints are never data only, should always compile on load (data only blueprints cannot declare new variables) | |
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bool | FindDiffs
(
const UBlueprint* OtherBlueprint, |
Fills in a list of differences between this blueprint and another blueprint. |
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void | GatherDependencies
(
TSet< TWeakObjectPtr< UBlueprint >>& InDependencies |
Collect blueprints that depend on this blueprint. |
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UClass * | Gets the class generated when this blueprint is compiled. | |
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void | GetReparentingRules
(
TSet< const UClass* >& AllowedChildrenOfClasses, |
|
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void | Blueprint can choose to load specific modules for compilation. | |
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void | NotifyGraphRenamed
(
UEdGraph* Graph, |
Notify the blueprint when a graph is renamed to allow for additional fixups. |
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void | Checks all nodes in all graphs to see if they should be replaced by other nodes | |
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bool | Should the generic blueprint factory work for this blueprint? | |
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bool |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. |
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void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. |
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void | PostLoad () |
UObject interface |
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void | PreSave
(
FObjectPreSaveContext SaveContext |
Presave function. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FWidgetAnimation_DEPRECATED > | AnimationData_DEPRECATED |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid | PreSave
(
const ITargetPlatform* TargetPlatform |
Use version that takes FObjectPreSaveContext instead. |