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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool SetWidgetAttribute
(
SWidget& ThisWidget, |
Performs the attribute assignment and invalidates the widget minimally based on what actually changed. | Widgets/SWidget.h | |
bool SetWidgetAttribute
(
SWidget& ThisWidget, |
Performs the attribute assignment and invalidates the widget minimally based on what actually changed. | Widgets/SWidget.h |
SetWidgetAttribute(SWidget &, TAttribute< TargetValueType > &, const TAttribute< SourceValueType > &, EInvalidateWidgetReason)
Description
Performs the attribute assignment and invalidates the widget minimally based on what actually changed. So if the boundness of the attribute didn't change volatility won't need to be recalculated. Returns true if the value changed.
| Name | SetWidgetAttribute |
| Type | function |
| Header File | /Engine/Source/Runtime/SlateCore/Public/Widgets/SWidget.h |
| Include Path | #include "Widgets/SWidget.h" |
template<typename TargetValueType, typename SourceValueType>
static bool SetWidgetAttribute
(
SWidget & ThisWidget,
TAttribute < TargetValueType > & TargetValue,
const TAttribute < SourceValueType > & SourceValue,
EInvalidateWidgetReason BaseInvalidationReason
)
SetWidgetAttribute(SWidget &, TAttribute< TargetValueType > &, const TAttribute< SourceValueType > &, EInvalidateWidgetReason)
Description
Performs the attribute assignment and invalidates the widget minimally based on what actually changed. So if the boundness of the attribute didn't change volatility won't need to be recalculated. Returns true if the value changed.
| Name | SetWidgetAttribute |
| Type | function |
| Header File | /Engine/Source/Runtime/SlateCore/Public/Widgets/SWidget.h |
| Include Path | #include "Widgets/SWidget.h" |
template<typename TargetValueType, typename SourceValueType>
bool SetWidgetAttribute
(
SWidget & ThisWidget,
TAttribute < TargetValueType > & TargetValue,
const TAttribute < SourceValueType > & SourceValue,
EInvalidateWidgetReason BaseInvalidationReason
)