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Unreal Engine C++ API Reference > Runtime > SlateCore > Layout > FWeakWidgetPath > ToWidgetPath
References
Module | SlateCore |
Header | /Engine/Source/Runtime/SlateCore/Public/Layout/WidgetPath.h |
Include | #include "Layout/WidgetPath.h" |
Source | /Engine/Source/Runtime/SlateCore/Private/Layout/WidgetPath.cpp |
EPathResolutionResult::Result ToWidgetPath
(
FWidgetPath & WidgetPath,
EInterruptedPathHandling::Type InterruptedPathHandling,
const FPointerEvent * PointerEvent,
const EVisibility VisibilityFilter
) const
Remarks
Make a non-weak WidgetPath out of this WeakWidgetPath. Do this by computing all the relevant geometries and converting the weak pointers to TSharedPtr. Whether the path is truncated or live - a live path refers to a widget that is currently active and visible, a widget with a truncated path is not.
Parameters
Name | Description |
---|---|
WidgetPath | The non-weak path is returned via this. |
InterruptedPathHandling | Should interrupted paths result in a truncated path or an invalid path. |