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Interface used to get/set the raw text to/from a text layout
| Name | ITextLayoutMarshaller |
| Type | class |
| Header File | /Engine/Source/Runtime/Slate/Public/Framework/Text/ITextLayoutMarshaller.h |
| Include Path | #include "Framework/Text/ITextLayoutMarshaller.h" |
Syntax
class ITextLayoutMarshaller
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~ITextLayoutMarshaller() |
Framework/Text/ITextLayoutMarshaller.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearDirty() |
Mark this text layout as clean once it's been updated | Framework/Text/ITextLayoutMarshaller.h | |
void GetText
(
FString& TargetString, |
Populate the string from the text layout | Framework/Text/ITextLayoutMarshaller.h | |
bool IsDirty() |
Is this text layout dirty? (eg, because some settings have changed) If so, you should call SetText on it to update the text layout | Framework/Text/ITextLayoutMarshaller.h | |
void MakeDirty() |
Mark this text layout as dirty (eg, because some settings have changed), so that it will cause SetText to be called on the next Tick | Framework/Text/ITextLayoutMarshaller.h | |
bool RequiresLiveUpdate() |
Return true if the marshaller requires the text be updated "live" (eg, because it inserts formatting directly into the source text) Returning true will cause SetText to be called every time the source text is changed, which is costly, but required for things like syntax highlighting | Framework/Text/ITextLayoutMarshaller.h | |
void SetText
(
const FString& SourceString, |
Populate the text layout from the string | Framework/Text/ITextLayoutMarshaller.h |