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An overlay that contains a draggable panel that mirrors the values of a UCombinedTransformGizmo and allows them to be settable by scrubbing the values or typing.
To use it, just add the overlay to your viewport and call BindToGizmoContextObject (sometime after TransformGizmoUtil::RegisterTransformGizmoContextObject has already been called). This will bind any gizmos subsequently created through TransformGizmoUtil to the panel.
MakeNumericalUISubMenu creates a submenu that can be slotted somewhere to enable/disable the UI panel or to reset its position in the viewport.
| Name | STransformGizmoNumericalUIOverlay |
| Type | class |
| Header File | /Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/ModelingEditorUI/Public/STransformGizmoNumericalUIOverlay.h |
| Include Path | #include "STransformGizmoNumericalUIOverlay.h" |
Syntax
class STransformGizmoNumericalUIOverlay : public SCompoundWidget
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → SWidget → SCompoundWidget → STransformGizmoNumericalUIOverlay
- FSlateControlledConstruction → SWidget → SCompoundWidget → STransformGizmoNumericalUIOverlay
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~STransformGizmoNumericalUIOverlay() |
STransformGizmoNumericalUIOverlay.h |
Structs
| Name | Remarks |
|---|---|
| FArguments |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BindToGizmoContextObject
(
UInteractiveToolsContext* ToolsContext |
Binding to the context object makes it so that the overlay gets attached to any subsequently created transform gizmos. | STransformGizmoNumericalUIOverlay.h | |
void Construct
(
const FArguments& InArgs |
STransformGizmoNumericalUIOverlay.h | ||
virtual bool IsEnabled() |
STransformGizmoNumericalUIOverlay.h | ||
virtual void MakeNumericalUISubMenu
(
FMenuBuilder& MenuBuilder |
Creates a submenu to deal with the numerical UI, for placement in some toolbar by the mode/editor. | STransformGizmoNumericalUIOverlay.h | |
virtual void Reset() |
Clears all gizmo bindings | STransformGizmoNumericalUIOverlay.h | |
virtual void ResetPositionInViewport() |
Resets the position of the draggable UI box in the overlay to its default. | STransformGizmoNumericalUIOverlay.h | |
| Allows the positional (translation) copmonent to be displayed in different units than the gizmo world, for instance in a UV editor where the world coordinates are not actually 0 to 1. | STransformGizmoNumericalUIOverlay.h | ||
virtual void SetDefaultLocalReferenceTransform
(
const TOptional< FTransform >& CustomReferenceTransform |
After calling this function, any newly initialized gizmos will be given the provided reference transform as their custom reference transform. | STransformGizmoNumericalUIOverlay.h | |
virtual void SetEnabled
(
bool bEnabledIn |
STransformGizmoNumericalUIOverlay.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
SNumericEntryBox< double >::FArguments CreateComponentBaseArgs
(
FVector3d& TargetVector, |
STransformGizmoNumericalUIOverlay.h | ||
TSharedRef< SWidget > CreateRotationComponent
(
int ComponentIndex, |
STransformGizmoNumericalUIOverlay.h | ||
TSharedRef< SWidget > CreateScaleComponent
(
int ComponentIndex, |
STransformGizmoNumericalUIOverlay.h | ||
TSharedRef< SWidget > CreateTranslationComponent
(
int ComponentIndex, |
STransformGizmoNumericalUIOverlay.h | ||
TSharedRef< SWidget > CreateWidgetForGizmo
(
ETransformGizmoSubElements GizmoElements |
Helpers for building the UI when changing gizmo. | STransformGizmoNumericalUIOverlay.h | |
void OnTickWidget
(
const FGeometry& AllottedGeometry, |
STransformGizmoNumericalUIOverlay.h |