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Unreal Engine C++ API Reference > Runtime > SlateCore > Layout > EVisibility
References
Module | SlateCore |
Header | /Engine/Source/Runtime/SlateCore/Public/Layout/Visibility.h |
Include | #include "Layout/Visibility.h" |
Syntax
enum Private
&123;
VISPRIVATE_Visible = 0x1 << 0,
VISPRIVATE_Collapsed = 0x1 << 1,
VISPRIVATE_Hidden = 0x1 << 2,
VISPRIVATE_SelfHitTestVisible = 0x1 << 3,
VISPRIVATE_ChildrenHitTestVisible = 0x1 << 4,
VIS_Visible = VISPRIVATE_Visible | VISPRIVATE_SelfHitTestVisible | VISPRIVATE_ChildrenHitTestVisible,
VIS_Collapsed = VISPRIVATE_Collapsed,
VIS_Hidden = VISPRIVATE_Hidden,
VIS_HitTestInvisible = VISPRIVATE_Visible,
VIS_SelfHitTestInvisible = VISPRIVATE_Visible | VISPRIVATE_ChildrenHitTestVisible,
VIS_All = VISPRIVATE_Visible | VISPRIVATE_Hidden | VISPRIVATE_Collapsed | VISPRIVATE_SelfHitTestVisible | VISPRIVATE_ChildrenHitTestVisible,
&125;
Values
Name | Description |
---|---|
VISPRIVATE_Visible | Entity is visible |
VISPRIVATE_Collapsed | Entity is invisible and takes up no space |
VISPRIVATE_Hidden | Entity is invisible, but still takes up space (layout pretends it is visible) |
VISPRIVATE_SelfHitTestVisible | Can we click on this widget or is it just non-interactive decoration? |
VISPRIVATE_ChildrenHitTestVisible | Can we click on this widget's child widgets? |
VIS_Visible | Default widget visibility - visible and can interactive with the cursor |
VIS_Collapsed | Not visible and takes up no space in the layout; can never be clicked on because it takes up no space. |
VIS_Hidden | Not visible, but occupies layout space. Not interactive for obvious reasons. |
VIS_HitTestInvisible | Visible to the user, but only as art. The cursors hit tests will never see this widget. |
VIS_SelfHitTestInvisible | Same as HitTestInvisible, but doesn't apply to child widgets. |
VIS_All | Any visibility will do |