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Represents an interactive floating UI panel in the VR Editor
| Name | AVREditorFloatingUI |
| Type | class |
| Header File | /Engine/Source/Editor/VREditor/Public/UI/VREditorFloatingUI.h |
| Include Path | #include "UI/VREditorFloatingUI.h" |
Syntax
UCLASS ()
class AVREditorFloatingUI : public AVREditorBaseActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AVREditorBaseActor → AVREditorFloatingUI
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AVREditorFloatingUI
(
const FObjectInitializer& ObjectInitializer |
Default constructor which sets up safe defaults | UI/VREditorFloatingUI.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CreationContext | FVREditorFloatingUICreationContext | All params used to create this panel if this panel has a UMG widget and was created via BP. | UI/VREditorFloatingUI.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bClearWidgetOnHide | bool | Null out the widget when hidden. | UI/VREditorFloatingUI.h | |
| bShouldBeVisible | TOptional< bool > | True if the UI wants to be visible, or false if it wants to be hidden. | UI/VREditorFloatingUI.h | |
| FadeAlpha | float | Fade alpha, for visibility transitions | UI/VREditorFloatingUI.h | |
| FadeDelay | float | Delay to fading in or out. Set on ShowUI and cleared on finish of fade in/out | UI/VREditorFloatingUI.h | |
| InitialScale | float | The starting scale of this UI | UI/VREditorFloatingUI.h | |
| Owner | UVREditorUISystem * | Owning object | UI/VREditorFloatingUI.h | |
| UISystemID | VREditorPanelID | The ID of this floating UI. | UI/VREditorFloatingUI.h | |
| UserWidgetClass | TObjectPtr< UClass > | Class of the UMG widget we're spawning | UI/VREditorFloatingUI.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CleanupWidgetReferences() |
UI/VREditorFloatingUI.h | ||
VREditorPanelID GetID() |
Gets the ID of this panel. | UI/VREditorFloatingUI.h | |
float GetInitialScale() |
Gets the initial size of this UI | UI/VREditorFloatingUI.h | |
UStaticMeshComponent * GetMeshComponent() |
Returns the mesh component for this UI, or nullptr if not spawned right now | UI/VREditorFloatingUI.h | |
const UVREditorUISystem & GetOwner () |
Returns the owner of this object (const) | UI/VREditorFloatingUI.h | |
| Returns the owner of this object | UI/VREditorFloatingUI.h | ||
float GetScale() |
Gets the scale | UI/VREditorFloatingUI.h | |
FVector2D GetSize () |
Returns the actual size of the UI in either axis, after scaling has been applied. | UI/VREditorFloatingUI.h | |
TSharedPtr< SWidget > GetSlateWidget() |
Gets the current slate widget. | UI/VREditorFloatingUI.h | |
UUserWidget * GetUserWidget () |
Gets the current user widget of this floating UI, return nullptr if using slate widget | UI/VREditorFloatingUI.h | |
T * GetUserWidget () |
Returns casted userwidget | UI/VREditorFloatingUI.h | |
UVREditorWidgetComponent * GetWidgetComponent() |
Returns the widget component for this UI, or nullptr if not spawned right now | UI/VREditorFloatingUI.h | |
bool IsUIVisible() |
UI/VREditorFloatingUI.h | ||
void SetResolution
(
const FIntPoint& InResolution |
Sets the resolution of this floating UI panel and resets the window mesh accordingly. | UI/VREditorFloatingUI.h | |
void SetScale
(
const float NewSize, |
Sets a new size for the UI | UI/VREditorFloatingUI.h | |
void SetSlateWidget
(
const TSharedRef< SWidget >& InitSlateWidget |
UI/VREditorFloatingUI.h | ||
void SetSlateWidget
(
UVREditorUISystem& InitOwner, |
Creates a FVREditorFloatingUI using a Slate widget, and sets up safe defaults | UI/VREditorFloatingUI.h | |
void SetUMGWidget
(
UVREditorUISystem& InitOwner, |
Creates a FVREditorFloatingUI using a UMG user widget, and sets up safe defaults | UI/VREditorFloatingUI.h | |
virtual void SetupWidgetComponent() |
Called to finish setting everything up, after a widget has been assigned | UI/VREditorFloatingUI.h | |
void SetWidgetComponentScale
(
const FVector& InScale |
Set the widget scale | UI/VREditorFloatingUI.h | |
void SetWindowMesh
(
UStaticMesh* InWindowMesh |
Set mesh on window mesh component. | UI/VREditorFloatingUI.h | |
void ShowUI
(
const bool bShow, |
Shows or hides the UI (also enables collision, and performs a transition effect) | UI/VREditorFloatingUI.h |
Overridden from AVREditorBaseActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SetTransform
(
const FTransform& Transform |
Sets the UI transform | UI/VREditorFloatingUI.h | |
virtual void TickManually
(
float DeltaTime |
Called by the UI system to tick this UI every frame. | UI/VREditorFloatingUI.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Destroyed() |
UI/VREditorFloatingUI.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
AActor overrides | UI/VREditorFloatingUI.h | |
virtual bool IsEditorOnly() |
UI/VREditorFloatingUI.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVector CalculateAnimatedScale() |
Returns a scale to use for this widget that takes into account animation | UI/VREditorFloatingUI.h | |
virtual void SetCollision
(
const ECollisionEnabled::Type InCollisionType, |
Set collision on components | UI/VREditorFloatingUI.h |