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Just like a WidgetPath, but uses weak pointers and does not store geometry.
| Name | FWeakWidgetPath |
| Type | class |
| Header File | /Engine/Source/Runtime/SlateCore/Public/Layout/WidgetPath.h |
| Include Path | #include "Layout/WidgetPath.h" |
Syntax
class FWeakWidgetPath
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FWeakWidgetPath
(
const FWidgetPath& InWidgetPath |
Construct a weak widget path from a widget path. Defaults to an invalid path. | Layout/WidgetPath.h |
Structs
| Name | Remarks |
|---|---|
| EInterruptedPathHandling | Should interrupted paths truncate or return an invalid path? |
| EPathResolutionResult |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Widgets | TArray< TWeakPtr< SWidget > > | Layout/WidgetPath.h | ||
| Window | TWeakPtr< SWindow > | Layout/WidgetPath.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ContainsWidget
(
const SWidget* WidgetToFind |
Layout/WidgetPath.h | ||
| Get the last (leaf-most) widget in this path; assumes path is valid | Layout/WidgetPath.h | ||
bool IsValid() |
A valid path has at least one widget in it | Layout/WidgetPath.h | |
FWidgetPath ToNextFocusedPath
(
EUINavigation NavigationType |
Layout/WidgetPath.h | ||
FWidgetPath ToNextFocusedPath
(
EUINavigation NavigationType, |
Layout/WidgetPath.h | ||
FWidgetPath ToWidgetPath
(
EInterruptedPathHandling::Type InterruptedPathHandling, |
Make a non-weak WidgetPath out of this WeakWidgetPath. | Layout/WidgetPath.h | |
EPathResolutionResult::Result ToWidgetPath
(
FWidgetPath& WidgetPath, |
Make a non-weak WidgetPath out of this WeakWidgetPath. | Layout/WidgetPath.h | |
TSharedRef< FWidgetPath > ToWidgetPathRef
(
EInterruptedPathHandling::Type InterruptedPathHandling, |
Make a non-weak WidgetPath out of this WeakWidgetPath. | Layout/WidgetPath.h |