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Unreal Engine C++ API Reference > Runtime > Slate > Framework > Commands
References
Module | Slate |
Header | /Engine/Source/Runtime/Slate/Public/Framework/Commands/UICommandInfo.h |
Include | #include "Framework/Commands/UICommandInfo.h" |
Syntax
class FUICommandInfo
Constructors
Type | Name | Description | |
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FUICommandInfo
(
const FName InBindingContext |
Creates and initializes a new instance. |
Functions
Type | Name | Description | |
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const TSharedRef< const FInputChord > | GetActiveChord
(
const EMultipleKeyBindingIndex InChordIndex |
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FName | ||
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FName | GetBundle () |
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FName | ||
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const FInputChord & | GetDefaultChord
(
const EMultipleKeyBindingIndex InChordIndex |
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const FText & | ||
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const TSharedRef< const FInputChord > | ||
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const FSlateIcon & | GetIcon () |
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const FText | GetInputText () |
Returns the friendly, localized string name of the first valid chord in the key bindings list that is required to perform the command |
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const FText & | GetLabel () |
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bool | ||
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EUserInterfaceActionType | ||
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const bool | HasActiveChord
(
const FInputChord InChord |
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const bool | HasDefaultChord
(
const FInputChord InChord |
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void | MakeCommandInfo
(
const TSharedRef< class FBindingContext >& InContext, |
Utility function to make an FUICommandInfo |
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TSharedRef< class SToolTip > | MakeTooltip
(
const TAttribute< FText >& InText, |
Makes a tooltip for this command. |
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void | RemoveActiveChord
(
const EMultipleKeyBindingIndex InChordIndex |
Removes the active chord from this command |
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void | SetActiveChord
(
const FInputChord& NewChord, |
Sets the new active chord for this command |
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void | SetUseLongDisplayName
(
const bool bInUseLongDisplayName |
Sets if we should use a long display name or not |
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void | UnregisterCommandInfo
(
const TSharedRef< class FBindingContext >& InContext, |
Utility function to unregister an FUICommandInfo |