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A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. GameViewportClient is the engine's interface to a game viewport. Exactly one GameViewportClient is created for each instance of the game. The only case (so far) where you might have a single instance of Engine, but multiple instances of the game (and thus multiple GameViewportClients) is when you have more than one PIE window running.
Responsibilities: propagating input events to the global interactions list
| Name | UGameViewportClient |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/GameViewportClient.h |
| Include Path | #include "Engine/GameViewportClient.h" |
Syntax
UCLASS (Within=Engine, Transient, Config=Engine, MinimalAPI)
class UGameViewportClient :
public UScriptViewportClient ,
public FExec
Inheritance Hierarchy
- FViewportClient → FCommonViewportClient → UScriptViewportClient → UGameViewportClient
- UObjectBase → UObjectBaseUtility → UObject → UScriptViewportClient → UGameViewportClient
- FExec → UGameViewportClient
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameViewportClient
(
const FObjectInitializer& ObjectInitializer |
Engine/GameViewportClient.h | ||
UGameViewportClient
(
FVTableHelper& Helper |
DO NOT USE. This constructor is for internal usage only for hot-reload purposes. | Engine/GameViewportClient.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UGameViewportClient() |
Engine/GameViewportClient.h |
Structs
| Name | Remarks |
|---|---|
| FPngFileData |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| CreatedDelegate | FSimpleMulticastDelegate | Delegate called when the game viewport is created. | Engine/GameViewportClient.h |
| EnabledStats | TArray< FString > | A list of all the stat names which are enabled for this viewport (static so they persist between runs) | Engine/GameViewportClient.h |
| ScreenshotCapturedDelegate | FOnScreenshotCaptured | Delegate called at the end of the frame when a screenshot is captured | Engine/GameViewportClient.h |
| ViewportRenderedDelegate | FOnViewportRendered | Delegate called right after the viewport is rendered | Engine/GameViewportClient.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisableWorldRendering | uint32 | Set to disable world rendering | Engine/GameViewportClient.h | |
| bIsPlayInEditorViewport | uint32 | If true, this viewport is a play in editor viewport | Engine/GameViewportClient.h | |
| DebugProperties | TArray< struct FDebugDisplayProperty > | Debug properties that have been added via one of the "displayall" commands | Engine/GameViewportClient.h | |
| EngineShowFlags | FEngineShowFlags | The show flags used by the viewport's players. | Engine/GameViewportClient.h | |
| MaxSplitscreenPlayers | int32 | Engine/GameViewportClient.h |
|
|
| SplitscreenInfo | TArray< struct FSplitscreenData > | Array of the screen data needed for all the different splitscreen configurations | Engine/GameViewportClient.h | |
| ViewModeIndex | int32 | See enum EViewModeIndex | Engine/GameViewportClient.h | |
| Viewport | FViewport * | The platform-specific viewport which this viewport client is attached to. | Engine/GameViewportClient.h | |
| ViewportConsole | TObjectPtr< class UConsole > | The viewport's console. Might be null on consoles | Engine/GameViewportClient.h | |
| ViewportFrame | FViewportFrame * | The platform-specific viewport frame which this viewport is contained by. | Engine/GameViewportClient.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisableSplitScreenOverride | bool | Disables splitscreen, useful when game code is in menus, and doesn't want splitscreen on | Engine/GameViewportClient.h | |
| BeginDrawDelegate | FSimpleMulticastDelegate | Delegate called when the engine starts drawing a game viewport | Engine/GameViewportClient.h | |
| bHideCursorDuringCapture | bool | Whether or not the cursor is hidden when the viewport captures the mouse | Engine/GameViewportClient.h | |
| bIgnoreInput | bool | Whether or not to ignore input | Engine/GameViewportClient.h | |
| bIsMouseOverClient | bool | Is the mouse currently over the viewport client | Engine/GameViewportClient.h | |
| bUseMouseForTouchInEditor | bool | Should the mouse send touch events. | Engine/GameViewportClient.h | |
| bUseSoftwareCursorWidgets | bool | Controls if the Map of Software Cursor Widgets is used | Engine/GameViewportClient.h | |
| CloseRequestedDelegate | FOnCloseRequested | Delegate called when a request to close the viewport is received | Engine/GameViewportClient.h | |
| CurrentBufferVisualizationMode | FName | Current buffer visualization mode for this game viewport | Engine/GameViewportClient.h | |
| CurrentGroomVisualizationMode | FName | Current Groom visualization mode for this game viewport | Engine/GameViewportClient.h | |
| CurrentLumenVisualizationMode | FName | Current Lumen visualization mode for this game viewport | Engine/GameViewportClient.h | |
| CurrentNaniteVisualizationMode | FName | Current Nanite visualization mode for this game viewport | Engine/GameViewportClient.h | |
| CurrentSubstrateVisualizationMode | FName | Current Substrate visualization mode for this game viewport | Engine/GameViewportClient.h | |
| CurrentVirtualShadowMapVisualizationMode | FName | Current virtual shadow map visualization mode for this game viewport | Engine/GameViewportClient.h | |
| CursorWidgets | TMap< EMouseCursor::Type, TSharedPtr< SWidget > > | Map of Software Cursor Widgets | Engine/GameViewportClient.h | |
| CustomNavigationEvent | FCustomNavigationHandler | Delegate for custom navigation behavior | Engine/GameViewportClient.h | |
| DrawnDelegate | FSimpleMulticastDelegate | Delegate called when the game viewport is drawn, before drawing the console | Engine/GameViewportClient.h | |
| EndDrawDelegate | FSimpleMulticastDelegate | Delegate called when the engine finishes drawing a game viewport | Engine/GameViewportClient.h | |
| GameLayerManagerPtr | TWeakPtr< IGameLayerManager > | The game layer manager allows management of widgets for different player areas of the screen. | Engine/GameViewportClient.h | |
| GameViewportInputKeyDelegate | FOnGameViewportInputKey | Delegate called when game viewport client received input key | Engine/GameViewportClient.h | |
| HardwareCursorCache | TMap< FName, void * > | Hardware Cursor Cache | Engine/GameViewportClient.h | |
| HardwareCursors | TMap< EMouseCursor::Type, void * > | Hardware cursor mapping for default cursor shapes. | Engine/GameViewportClient.h | |
| HighResScreenshotDialog | TWeakPtr< SWindow > | Weak pointer to the highres screenshot dialog if it's open | Engine/GameViewportClient.h | |
| MouseCaptureMode | EMouseCaptureMode | Mouse capture behavior when the viewport is clicked | Engine/GameViewportClient.h | |
| MouseLockMode | EMouseLockMode | Mouse cursor locking behavior when the viewport is clicked | Engine/GameViewportClient.h | |
| OnInputAxisEvent | FOnInputAxisSignature | A broadcast delegate broadcasting from UGameViewportClient::InputAxis | Engine/GameViewportClient.h | |
| OnInputKeyEvent | FOnInputKeySignature | A broadcast delegate broadcasting from UGameViewportClient::InputKey | Engine/GameViewportClient.h | |
| OnOverrideInputAxisEvent | FOverrideInputAxisHandler | Delegate for overriding input axis behavior | Engine/GameViewportClient.h | |
| OnOverrideInputKeyEvent | FOverrideInputKeyHandler | Delegate for overriding input key behavior | Engine/GameViewportClient.h | |
| PlayerAddedDelegate | FOnGameViewportClientPlayerAction | Delegate called when a player is added to the game viewport | Engine/GameViewportClient.h | |
| PlayerRemovedDelegate | FOnGameViewportClientPlayerAction | Delegate called when a player is removed from the game viewport | Engine/GameViewportClient.h | |
| StatHitchesData | FStatHitchesData * | Data needed to display perframe stat tracking when STAT HITCHES is enabled | Engine/GameViewportClient.h | |
| StatUnitData | FStatUnitData * | Data needed to display perframe stat tracking when STAT UNIT is enabled | Engine/GameViewportClient.h | |
| TickDelegate | FOnGameViewportTick | Delegate called when ticking the game viewport | Engine/GameViewportClient.h | |
| ToggleFullscreenDelegate | FOnToggleFullscreen | Delegate called when the engine toggles fullscreen | Engine/GameViewportClient.h | |
| ViewportOverlayWidget | TWeakPtr< SOverlay > | Overlay widget that contains widgets to draw on top of the game viewport | Engine/GameViewportClient.h | |
| Window | TWeakPtr< SWindow > | Slate window associated with this viewport client. | Engine/GameViewportClient.h | |
| WindowCloseRequestedDelegate | FOnWindowCloseRequested | Delegate called when the window owning the viewport is requested to close | Engine/GameViewportClient.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCursorWidget
(
EMouseCursor::Type Cursor, |
Add a Widget to use for specified cursor type | Engine/GameViewportClient.h | |
virtual void AddGameLayerWidget
(
TSharedRef< SWidget > ViewportContent, |
Adds a widget to the Slate viewport's game overlay (i.e for top-level debug tools) at the specified Z-order. | Engine/GameViewportClient.h | |
void AddSoftwareCursor
(
EMouseCursor::Type Cursor, |
Engine/GameViewportClient.h | ||
void AddSoftwareCursorFromSlateWidget
(
EMouseCursor::Type InCursorType, |
Add a Widget to use for specified cursor type | Engine/GameViewportClient.h | |
virtual void AddViewportWidgetContent
(
TSharedRef< class SWidget > ViewportContent, |
Adds a widget to the Slate viewport's overlay (i.e for in game UI or tools) at the specified Z-order | Engine/GameViewportClient.h | |
virtual void AddViewportWidgetForPlayer
(
ULocalPlayer* Player, |
Adds a widget to the Slate viewport's overlay (i.e for in game UI or tools) at the specified Z-order. | Engine/GameViewportClient.h | |
bool CalculateDeadZoneForAllSides
(
ULocalPlayer* LPlayer, |
Pixel size of the deadzone for all sides (right/left/top/bottom) based on which local player it is | Engine/GameViewportClient.h | |
| Calculate the amount of safezone needed for a single side for both vertical and horizontal dimensions | Engine/GameViewportClient.h | ||
| Process Console Command | Engine/GameViewportClient.h | ||
int32 ConvertLocalPlayerToGamePlayerIndex
(
ULocalPlayer* LPlayer |
Convert a LocalPlayer to it's index in the GamePlayer array | Engine/GameViewportClient.h | |
virtual FSceneViewport * CreateGameViewport
(
TSharedPtr< SViewport > InViewportWidget |
Create the game viewport | Engine/GameViewportClient.h | |
virtual void DetachViewportClient () |
Cleans up all rooted or referenced objects created or managed by the GameViewportClient. | Engine/GameViewportClient.h | |
virtual void DrawTitleSafeArea
(
UCanvas* Canvas |
Draws the safe area using the current r.DebugSafeZone.Mode=1 when there is not a valid PlayerController HUD. | Engine/GameViewportClient.h | |
virtual void DrawTransition
(
UCanvas* Canvas |
Displays the transition screen. | Engine/GameViewportClient.h | |
| Print a centered transition message with a drop shadow. | Engine/GameViewportClient.h | ||
void EnableCsvPlayerStats
(
int32 LocalPlayerCount |
Engine/GameViewportClient.h | ||
virtual void FinalizeViews
(
FSceneViewFamily* ViewFamily, |
Make any adjustments to the views after they've been completely set up | Engine/GameViewportClient.h | |
FName GetCurrentBufferVisualizationMode() |
Engine/GameViewportClient.h | ||
FName GetCurrentGroomVisualizationMode() |
Engine/GameViewportClient.h | ||
FName GetCurrentLumenVisualizationMode() |
Engine/GameViewportClient.h | ||
FName GetCurrentNaniteVisualizationMode() |
Engine/GameViewportClient.h | ||
ESplitScreenType::Type GetCurrentSplitscreenConfiguration() |
Engine/GameViewportClient.h | ||
FName GetCurrentSubstrateVisualizationMode() |
Engine/GameViewportClient.h | ||
FName GetCurrentVirtualShadowMapVisualizationMode() |
Engine/GameViewportClient.h | ||
UGameInstance * GetGameInstance() |
Returns the relevant game instance for this viewport | Engine/GameViewportClient.h | |
TSharedPtr< IGameLayerManager > GetGameLayerManager() |
Gets the layer manager for the UI. | Engine/GameViewportClient.h | |
const FSceneViewport * GetGameViewport () |
Engine/GameViewportClient.h | ||
| Returns the game viewport | Engine/GameViewportClient.h | ||
TSharedPtr< SViewport > GetGameViewportWidget() |
Returns the widget for this viewport | Engine/GameViewportClient.h | |
bool GetIsUsingSoftwareCursorWidgets() |
Get whether or not the viewport is currently using software cursor | Engine/GameViewportClient.h | |
EMouseLockMode GetMouseLockMode() |
Returns the current mouse cursor lock mode when the viewport is clicked. | Engine/GameViewportClient.h | |
virtual bool GetMousePosition
(
FVector2D& MousePosition |
Engine/GameViewportClient.h | ||
void GetPixelSizeOfScreen
(
float& Width, |
Get the total pixel size of the screen. | Engine/GameViewportClient.h | |
TSharedPtr< SWidget > GetSoftwareCursorWidget
(
EMouseCursor::Type Cursor |
Get the slate widget of the current software cursor | Engine/GameViewportClient.h | |
virtual void GetSubtitleRegion
(
FVector2D& MinPos, |
Called before rending subtitles to allow the game viewport to determine the size of the subtitle area | Engine/GameViewportClient.h | |
bool GetUseMouseForTouch() |
Engine/GameViewportClient.h | ||
void GetViewportSize
(
FVector2D& ViewportSize |
Retrieve the size of the main viewport. | Engine/GameViewportClient.h | |
EViewStatusForScreenPercentage GetViewStatusForScreenPercentage() |
Engine/GameViewportClient.h | ||
TSharedPtr< SWindow > GetWindow() |
Returns access to this viewport's Slate window | Engine/GameViewportClient.h | |
bool HandleBugScreenshotCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleBugScreenshotwithHUDInfoCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleDisplayAllCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleDisplayAllLocationCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleDisplayAllRotationCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleDisplayClearCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleDisplayCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleForceFullscreenCommand
(
const TCHAR* Cmd, |
Exec command handlers | Engine/GameViewportClient.h | |
bool HandleForceSkelLODCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleGetAllLocationCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleGetAllRotationCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleHighresScreenshotCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleHighresScreenshotUICommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleKillParticlesCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleNextViewModeCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandlePauseRenderClockCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandlePreCacheCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandlePrevViewModeCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleScreenshotCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleSetResCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleShowCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleShowLayerCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleTextureDefragCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleToggleFullscreenCommand() |
Engine/GameViewportClient.h | ||
bool HandleToggleMIPFadeCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HandleViewModeCommand
(
const TCHAR* Cmd, |
Engine/GameViewportClient.h | ||
bool HasBottomSafeZone
(
int32 LocalPlayerIndex |
Whether the player at LocalPlayerIndex's viewport has a "bottom of viewport" safezone or not. | Engine/GameViewportClient.h | |
bool HasLeftSafeZone
(
int32 LocalPlayerIndex |
Whether the player at LocalPlayerIndex's viewport has a "left of viewport" safezone or not. | Engine/GameViewportClient.h | |
bool HasRightSafeZone
(
int32 LocalPlayerIndex |
Whether the player at LocalPlayerIndex's viewport has a "right of viewport" safezone or not. | Engine/GameViewportClient.h | |
bool HasSoftwareCursor
(
EMouseCursor::Type Cursor |
Does the viewport client have a software cursor set up for the given enum? | Engine/GameViewportClient.h | |
bool HasTopSafeZone
(
int32 LocalPlayerIndex |
Whether the player at LocalPlayerIndex's viewport has a "top of viewport" safezone or not. | Engine/GameViewportClient.h | |
virtual void Init
(
FWorldContext& WorldContext, |
Engine/GameViewportClient.h | ||
bool IsExclusiveFullscreenViewport() |
Engine/GameViewportClient.h | ||
bool IsFullScreenViewport() |
Engine/GameViewportClient.h | ||
bool IsSimulateInEditorViewport() |
Engine/GameViewportClient.h | ||
bool IsSplitscreenForceDisabled() |
Determines whether splitscreen is forced to be turned off | Engine/GameViewportClient.h | |
virtual void LayoutPlayers() |
Called before rendering to allow the game viewport to allocate subregions to players. | Engine/GameViewportClient.h | |
virtual void NotifyPlayerAdded
(
int32 PlayerIndex, |
Notifies all interactions that a new player has been added to the list of active players. | Engine/GameViewportClient.h | |
virtual void NotifyPlayerRemoved
(
int32 PlayerIndex, |
Notifies all interactions that a new player has been added to the list of active players. | Engine/GameViewportClient.h | |
FSimpleMulticastDelegate & OnBeginDraw() |
Accessor for the delegate called when the engine starts drawing a game viewport. | Engine/GameViewportClient.h | |
FOnCloseRequested & OnCloseRequested() |
Accessor for the delegate called when a viewport is asked to close. | Engine/GameViewportClient.h | |
FSimpleMulticastDelegate & OnDrawn() |
Accessor for the delegate called when the game viewport is drawn, before drawing the console. | Engine/GameViewportClient.h | |
FSimpleMulticastDelegate & OnEndDraw() |
Accessor for the delegate called when the engine finishes drawing a game viewport. | Engine/GameViewportClient.h | |
FOnGameViewportInputKey & OnGameViewportInputKey() |
Accessor for delegate called when a game viewport received input key | Engine/GameViewportClient.h | |
FOnInputAxisSignature & OnInputAxis() |
Gets broadcast delegate for input axis, happens in addition to player controller input | Engine/GameViewportClient.h | |
FOnInputKeySignature & OnInputKey() |
Gets broadcast delegate for input key, happens in addition to player controller input | Engine/GameViewportClient.h | |
FCustomNavigationHandler & OnNavigationOverride() |
Set an override handler for navigation. | Engine/GameViewportClient.h | |
FOverrideInputAxisHandler & OnOverrideInputAxis() |
Set an override handler for input axis handling | Engine/GameViewportClient.h | |
FOverrideInputKeyHandler & OnOverrideInputKey() |
Set an override handler for input key handling, can be used for things like press start screen | Engine/GameViewportClient.h | |
FOnGameViewportClientPlayerAction & OnPlayerAdded() |
Accessor for the delegate called when a player is added to the game viewport. | Engine/GameViewportClient.h | |
FOnGameViewportClientPlayerAction & OnPlayerRemoved() |
Accessor for the delegate called when a player is removed from the game viewport. | Engine/GameViewportClient.h | |
FOnGameViewportTick & OnTick() |
Accessor for the delegate called when ticking the game viewport. | Engine/GameViewportClient.h | |
FOnToggleFullscreen & OnToggleFullscreen() |
Accessor for delegate called when the engine toggles fullscreen | Engine/GameViewportClient.h | |
FOnWindowCloseRequested & OnWindowCloseRequested() |
Accessor for the delegate called when the window owning the viewport is asked to close. | Engine/GameViewportClient.h | |
virtual void PeekNetworkFailureMessages
(
UWorld* InWorld, |
Notification of network error messages generally not expected to handle the failure here, but provide notification to the user | Engine/GameViewportClient.h | |
virtual void PeekTravelFailureMessages
(
UWorld* InWorld, |
Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) generally not expected to handle the failure here, but provide notification to the user | Engine/GameViewportClient.h | |
virtual void PostRender
(
UCanvas* Canvas |
Called after rendering the player views and HUDs to render menus, the console, etc. | Engine/GameViewportClient.h | |
void RebuildCursors() |
Recreates cursor widgets from UISettings class. | Engine/GameViewportClient.h | |
virtual void RemapControllerInput
(
FInputKeyEventArgs& InOutKeyEvent |
Function that handles remapping controller information for cases like PIE | Engine/GameViewportClient.h | |
void RemoveAllViewportWidgets() |
This function removes all widgets from the viewport overlay | Engine/GameViewportClient.h | |
virtual void RemoveGameLayerWidget
(
TSharedRef< SWidget > ViewportContent |
Removes a previously-added widget from the Slate viewport's game overlay. | Engine/GameViewportClient.h | |
virtual void RemoveViewportWidgetContent
(
TSharedRef< class SWidget > ViewportContent |
Removes a previously-added widget from the Slate viewport | Engine/GameViewportClient.h | |
virtual void RemoveViewportWidgetForPlayer
(
ULocalPlayer* Player, |
Removes a previously-added widget from the Slate viewport, in the player's section. | Engine/GameViewportClient.h | |
virtual void SetConsoleTarget
(
int32 PlayerIndex |
Sets the player which console commands will be executed in the context of. | Engine/GameViewportClient.h |
|
void SetCurrentBufferVisualizationMode
(
FName NewBufferVisualizationMode |
Engine/GameViewportClient.h | ||
void SetCurrentGroomVisualizationMode
(
FName NewGroomVisualizationMode |
Engine/GameViewportClient.h | ||
void SetCurrentLumenVisualizationMode
(
FName NewLumenVisualizationMode |
Engine/GameViewportClient.h | ||
void SetCurrentNaniteVisualizationMode
(
FName NewNaniteVisualizationMode |
Engine/GameViewportClient.h | ||
void SetCurrentSubstrateVisualizationMode
(
FName NewSubstrateVisualizationMode |
Engine/GameViewportClient.h | ||
void SetCurrentVirtualShadowMapVisualizationMode
(
FName NewVirtualShadowMapVisualizationMode |
Engine/GameViewportClient.h | ||
bool SetDisplayConfiguration
(
const FIntPoint* Dimensions, |
Applies requested changes to display configuration | Engine/GameViewportClient.h | |
virtual void SetDropDetail
(
float DeltaSeconds |
Sets bDropDetail and other per-frame detail level flags on the current WorldSettings | Engine/GameViewportClient.h | |
void SetForceDisableSplitscreen
(
const bool bDisabled |
Allows game code to disable splitscreen (useful when in menus) | Engine/GameViewportClient.h | |
void SetGameLayerManager
(
TSharedPtr< IGameLayerManager > LayerManager |
Assigns the viewport game layer manager for this viewport client. | Engine/GameViewportClient.h | |
bool SetHardwareCursor
(
EMouseCursor::Type CursorShape, |
Engine/GameViewportClient.h | ||
void SetHideCursorDuringCapture
(
bool InHideCursorDuringCapture |
Sets whether or not the cursor is hidden when the viewport captures the mouse | Engine/GameViewportClient.h | |
void SetIgnoreInput
(
bool Ignore |
Set whether to ignore input. | Engine/GameViewportClient.h | |
void SetMouseCaptureMode
(
EMouseCaptureMode Mode |
Set the mouse capture behavior for the viewport. | Engine/GameViewportClient.h | |
void SetMouseLockMode
(
EMouseLockMode InMouseLockMode |
Sets the current mouse cursor lock mode when the viewport is clicked | Engine/GameViewportClient.h | |
void SetSoftwareCursorWidget
(
EMouseCursor::Type InCursorType, |
Add a Widget to use for specified cursor type | Engine/GameViewportClient.h | |
void SetSoftwareCursorWidget
(
EMouseCursor::Type InCursorType, |
Add a Widget to use for specified cursor type | Engine/GameViewportClient.h | |
void SetSuppressTransitionMessage
(
bool bSuppress |
Controls suppression of the blue transition text messages | Engine/GameViewportClient.h | |
virtual ULocalPlayer * SetupInitialLocalPlayer
(
FString& OutError |
Initialize the game viewport. | Engine/GameViewportClient.h | |
void SetUseSoftwareCursorWidgets
(
bool bInUseSoftwareCursorWidgets |
Sets whether or not the software cursor widgets are used. | Engine/GameViewportClient.h | |
void SetViewMode
(
EViewModeIndex ViewMode, |
Sets the view mode | Engine/GameViewportClient.h | |
virtual void SetViewport
(
FViewport* InViewportFrame |
Set this GameViewportClient's viewport to the viewport specified | Engine/GameViewportClient.h | |
virtual void SetViewportFrame
(
FViewportFrame* InViewportFrame |
Set this GameViewportClient's viewport and viewport frame to the viewport specified | Engine/GameViewportClient.h | |
void SetViewportOverlayWidget
(
TSharedPtr< SWindow > InWindow, |
Assigns the viewport overlay widget to use for this viewport client. | Engine/GameViewportClient.h | |
void SetVirtualCursorWidget
(
EMouseCursor::Type Cursor, |
Engine/GameViewportClient.h | ||
bool ShouldForceFullscreenViewport() |
Determine whether a fullscreen viewport should be used in cases where there are multiple players. | Engine/GameViewportClient.h | |
virtual void ShowTitleSafeArea() |
Exec for toggling the display of the title safe area | Engine/GameViewportClient.h |
|
virtual void SSSwapControllers() |
Rotates controller ids among gameplayers, useful for testing splitscreen with only one controller. | Engine/GameViewportClient.h |
|
virtual void Tick
(
float DeltaTime |
Called every frame to allow the game viewport to update time based state. | Engine/GameViewportClient.h | |
bool TryToggleFullscreenOnInputKey
(
FKey Key, |
Gives the game's custom viewport client a way to handle F11 or Alt+Enter before processing the input | Engine/GameViewportClient.h | |
virtual void UpdateActiveSplitscreenType() |
Sets the value of ActiveSplitscreenConfiguration based on the desired split-screen layout type, current number of players, and any other factors that might affect the way the screen should be laid out. | Engine/GameViewportClient.h | |
virtual void VerifyPathRenderingComponents () |
Make sure all navigation objects have appropriate path rendering components set. | Engine/GameViewportClient.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Engine/GameViewportClient.h | ||
virtual void PostInitProperties() |
Engine/GameViewportClient.h |
Overridden from FViewportClient
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activated
(
FViewport* InViewport, |
Engine/GameViewportClient.h | ||
virtual bool CaptureMouseOnLaunch() |
Gets whether or not the viewport captures the Mouse on launch of the application Technically this controls capture on the first window activate, so in situations where the application is launched but isn't activated the effect is delayed until activation. | Engine/GameViewportClient.h | |
virtual void CloseRequested
(
FViewport* Viewport |
Engine/GameViewportClient.h | ||
virtual void Deactivated
(
FViewport* InViewport, |
Engine/GameViewportClient.h | ||
| Engine/GameViewportClient.h | |||
virtual EMouseCursor::Type GetCursor
(
FViewport* Viewport, |
Retrieves the cursor that should be displayed by the OS | Engine/GameViewportClient.h | |
| Get a ptr to the enabled stats list | Engine/GameViewportClient.h | ||
virtual FEngineShowFlags * GetEngineShowFlags() |
Return the engine show flags for this viewport | Engine/GameViewportClient.h | |
virtual EMouseCaptureMode GetMouseCaptureMode() |
Gets the mouse capture behavior when the viewport is clicked | Engine/GameViewportClient.h | |
virtual FStatHitchesData * GetStatHitchesData() |
Get a ptr to the stat unit data for this viewport | Engine/GameViewportClient.h | |
virtual FStatUnitData * GetStatUnitData() |
Get a ptr to the stat unit data for this viewport | Engine/GameViewportClient.h | |
virtual UWorld * GetWorld() |
Returns a relative world context for this viewport. | Engine/GameViewportClient.h | |
virtual bool HandleNavigation
(
const uint32 InUserIndex, |
Optionally do custom handling of a navigation. | Engine/GameViewportClient.h | |
virtual bool HideCursorDuringCapture() |
Gets whether or not the cursor is hidden when the viewport captures the mouse | Engine/GameViewportClient.h | |
virtual bool IgnoreInput() |
Check whether we should ignore input. | Engine/GameViewportClient.h | |
virtual bool InputAxis
(
const FInputKeyEventArgs& Args |
Check an axis movement received by the viewport. | Engine/GameViewportClient.h | |
| Check a character input received by the viewport. | Engine/GameViewportClient.h | ||
virtual bool InputKey
(
const FInputKeyEventArgs& EventArgs |
Check a key event received by the viewport. | Engine/GameViewportClient.h | |
virtual bool InputMotion
(
FViewport* Viewport, |
Each frame, the input system will update the motion data. | Engine/GameViewportClient.h | |
virtual bool InputTouch
(
FViewport* Viewport, |
Check a key event received by the viewport. | Engine/GameViewportClient.h | |
virtual bool IsFocused
(
FViewport* Viewport |
Engine/GameViewportClient.h | ||
virtual bool IsInPermanentCapture() |
Engine/GameViewportClient.h | ||
virtual bool IsOrtho () |
Returns true if this viewport is orthogonal. | Engine/GameViewportClient.h | |
virtual bool IsStatEnabled
(
const FString& InName |
Check whether a specific stat is enabled for this viewport | Engine/GameViewportClient.h | |
virtual bool LockDuringCapture() |
Gets whether or not the cursor is locked to the viewport when the viewport captures the mouse | Engine/GameViewportClient.h | |
virtual void LostFocus
(
FViewport* Viewport |
Engine/GameViewportClient.h | ||
virtual TOptional< TSharedRef< SWidget > > MapCursor
(
FViewport* Viewport, |
Called to map a cursor reply to an actual widget to render. | Engine/GameViewportClient.h | |
virtual void MouseEnter
(
FViewport* Viewport, |
Engine/GameViewportClient.h | ||
virtual void MouseLeave
(
FViewport* Viewport |
Engine/GameViewportClient.h | ||
virtual FPopupMethodReply OnQueryPopupMethod() |
Should we make new windows for popups or create an overlay in the current window. | Engine/GameViewportClient.h | |
virtual void Precache() |
Engine/GameViewportClient.h | ||
virtual bool ProcessScreenShots
(
FViewport* Viewport |
Engine/GameViewportClient.h | ||
virtual TOptional< bool > QueryShowFocus
(
const EFocusCause InFocusCause |
Called to determine if we should render the focus brush. | Engine/GameViewportClient.h | |
virtual void ReceivedFocus
(
FViewport* Viewport |
Engine/GameViewportClient.h | ||
virtual void RedrawRequested
(
FViewport* InViewport |
Engine/GameViewportClient.h | ||
virtual bool RequiresHitProxyStorage() |
Engine/GameViewportClient.h | ||
virtual bool RequiresUncapturedAxisInput () |
Determines whether this viewport client should receive calls to InputAxis() if the game's window is not currently capturing the mouse. | Engine/GameViewportClient.h | |
| Sets all the stats that should be enabled for the viewport | Engine/GameViewportClient.h | ||
virtual void SetIsSimulateInEditorViewport
(
bool bInIsSimulateInEditorViewport |
Engine/GameViewportClient.h | ||
virtual bool ShouldAlwaysLockMouse() |
Gets whether or not the cursor should always be locked to the viewport | Engine/GameViewportClient.h | |
virtual bool ShouldDPIScaleSceneCanvas() |
FViewport interface | Engine/GameViewportClient.h | |
virtual bool WindowCloseRequested () |
Called when the top level window associated with the viewport has been requested to close. | Engine/GameViewportClient.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool HasAudioFocus() |
Engine/GameViewportClient.h | ||
void UpdateCsvCameraStats
(
const TMap< ULocalPlayer*, FSceneView* >& PlayerViewMap |
Updates CSVProfiler camera stats | Engine/GameViewportClient.h |
Overridden from FCommonViewportClient
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float UpdateViewportClientWindowDPIScale() |
FCommonViewportClient interface | Engine/GameViewportClient.h |
Overridden from FExec
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Exec_Runtime
(
UWorld* InWorld, |
Engine/GameViewportClient.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FOnScreenshotCaptured & OnScreenshotCaptured() |
Accessor for delegate called when a screenshot is captured | Engine/GameViewportClient.h | |
static FSimpleMulticastDelegate & OnViewportCreated() |
Accessor for the delegate called when the game viewport is created. | Engine/GameViewportClient.h | |
static FOnViewportRendered & OnViewportRendered() |
Accessor for delegate called when a viewport is rendered | Engine/GameViewportClient.h |