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Unreal Engine C++ API Reference > Runtime > UMG > Blueprint
Inheritance Hierarchy
- UObject
- UVisual
- UWidget
- UUserWidget
- UMovieGraphBurnInWidget
- UMovieGraphRenderPreviewWidget
- UMoviePipelineBurnInWidget
- UMovieRenderDebugWidget
- UTakeRecorderOverlayWidget
- UVCamWidget
- UVCamStateSwitcherWidget
References
Module | UMG |
Header | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h |
Include | #include "Blueprint/UserWidget.h" |
Syntax
UCLASS (Abstract, EditInlineNew, BlueprintType, Blueprintable,
Meta=(DontUseGenericSpawnObject="True", DisableNativeTick), MinimalAPI)
class UUserWidget :
public UWidget ,
public INamedSlotInterface
Remarks
A widget that enables UI extensibility through WidgetBlueprint.
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< TObjectPtr< UUMGSequencePlayer > > | ActiveSequencePlayers | All the sequence players currently playing |
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TArray< FAnimationEventBinding > | AnimationCallbacks | |
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TObjectPtr< UUMGSequenceTickManager > | AnimationTickManager | |
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uint8: 1 | bAutomaticallyRegisterInputOnConstruction | If true, this widget will automatically register its own input component upon construction. |
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uint8: 1 | bHasScriptImplementedPaint | If a widget has an implemented paint blueprint function |
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uint8: 1 | bHasScriptImplementedTick | If a widget has an implemented tick blueprint function |
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uint8: 1 | bIsFocusable | Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to. |
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uint8: 1 | bStopAction | |
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FLinearColor | ColorAndOpacity | The color and opacity of this widget. Tints all child widgets. |
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FGetLinearColor | ColorAndOpacityDelegate | |
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EDesignPreviewSizeMode | DesignSizeMode | |
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FVector2D | DesignTimeSize | Stores the design time desired size of the user widget |
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FSlateColor | ForegroundColor | The foreground color of the widget, this is inherited by sub widgets. |
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FGetSlateColor | ForegroundColorDelegate | |
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TObjectPtr< class UInputComponent > | InputComponent | |
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FLinearColor | K2_Cache_ColorAndOpacity | |
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FSlateColor | K2_Cache_ForegroundColor | |
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FNativeOnDestruct | OnNativeDestruct | |
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FNativeOnVisibilityChangedEvent | OnNativeVisibilityChanged | |
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FOnVisibilityChangedEvent | OnVisibilityChanged | Called when the visibility has changed |
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FMargin | Padding | The padding area around the content. |
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FText | PaletteCategory | The category this widget appears in the palette. |
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TObjectPtr< UTexture2D > | PreviewBackground | A preview background that you can use when designing the UI to get a sense of scale on the screen. |
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int32 | Priority | |
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TArray< FQueuedWidgetAnimationTransition > | QueuedWidgetAnimationTransitions | Animation transitions to trigger on next tick |
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TArray< TObjectPtr< UUMGSequencePlayer > > | StoppedSequencePlayers | List of sequence players to cache and clean up when safe |
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friend | UUMGSequencePlayer | The sequence player is a friend because we need to be alerted when animations start and finish without going through the normal event callbacks as people have a tendency to RemoveAll(this), which would permanently disable callbacks that are critical for UserWidget's base class - so rather we just directly report to the owning UserWidget of state transitions. |
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friend | UUMGSequenceTickManager | |
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TObjectPtr< UWidgetTree > | WidgetTree | The widget tree contained inside this user widget initialized by the blueprint |
Constructors
Type | Name | Description | |
---|---|---|---|
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UUserWidget
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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ExtensionType * | AddExtension () |
Add the extension of the requested type. |
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UUserWidgetExtension * | AddExtension
(
TSubclassOf< UUserWidgetExtension > InExtensionType |
Add the extension of the requested type. |
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bool | AddToPlayerScreen
(
int32 ZOrder |
Adds the widget to the game's viewport in a section dedicated to the player. |
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void | AddToViewport
(
int32 ZOrder |
Adds it to the game's viewport and fills the entire screen, unless SetDesiredSizeInViewport is called to explicitly set the size. |
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void | Add the GUID of each Namedslot widget to its corresponding binding, if any. | |
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void | BindToAnimationEvent
(
UWidgetAnimation* Animation, |
Allows binding to a specific animation's event. |
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void | BindToAnimationFinished
(
UWidgetAnimation* Animation, |
Bind an animation finished delegate. |
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void | BindToAnimationStarted
(
UWidgetAnimation* Animation, |
Bind an animation started delegate. |
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void | BroadcastAnimationStateChange
(
const UUMGSequencePlayer& Player, |
Broadcast any events based on a state transition for the sequence player, started, finished...etc. |
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void | Cancels any pending Delays or timer callbacks for this widget. | |
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void | ||
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void | Construct () |
Called after the underlying slate widget is constructed. |
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UUserWidget * | CreateWidgetInstance
(
UWidget& OwningWidget, |
|
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UUserWidget * | CreateWidgetInstance
(
UWidgetTree& OwningWidgetTree, |
|
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UUserWidget * | CreateWidgetInstance
(
UWorld& World, |
|
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UUserWidget * | CreateWidgetInstance
(
UGameInstance& GameInstance, |
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UUserWidget * | CreateWidgetInstance
(
APlayerController& OwnerPC, |
|
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void | Destruct () |
Called when a widget is no longer referenced causing the slate resource to destroyed. |
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void | ||
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void | DuplicateAndInitializeFromWidgetTree
(
UWidgetTree* InWidgetTree, |
|
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void | ||
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void | Flushes all animations on all widgets to guarantee that any queued updates are processed before this call returns | |
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FVector2D | ||
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FAnchors | ||
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float | GetAnimationCurrentTime
(
const UWidgetAnimation* InAnimation |
Gets the current time of the animation in this widget |
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const FLinearColor & | Gets the tint of the widget. | |
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UWidget * | ||
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FName | ||
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EWidgetTickFrequency | ||
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ExtensionType * | GetExtension () |
Find the first extension of the requested type. |
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UUserWidgetExtension * | GetExtension
(
TSubclassOf< UUserWidgetExtension > ExtensionType |
Find the first extension of the requested type. |
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TArray< UUserWidgetExtension * > | GetExtensions
(
TSubclassOf< UUserWidgetExtension > ExtensionType |
Find the extensions of the requested type. |
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const FSlateColor & | Gets the foreground color of the widget, this is inherited by sub widgets. | |
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FMargin | ||
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int32 | Gets the priority of the input action. | |
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bool | GetIsVisible () |
|
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FVector2D | ||
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UUMGSequencePlayer * | GetOrAddSequencePlayer
(
UWidgetAnimation* InAnimation |
|
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APlayerCameraManager * | Gets the player camera manager associated with this UI. | |
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T * | Gets the player camera manager associated with this UI cast to the template type. | |
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T * | Gets the player pawn associated with this UI cast to the template type. | |
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APawn * | Gets the player pawn associated with this UI. | |
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TPlayerState * | GetOwningPlayerState
(
bool bChecked |
Get the owning player's PlayerState. |
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FMargin | GetPadding () |
Gets the padding for the user widget. |
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const FLocalPlayerContext & | Gets the player context associated with this UI. | |
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UWidget * | ||
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UUMGSequencePlayer * | GetSequencePlayer
(
const UWidgetAnimation* InAnimation |
|
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TSharedPtr< SWidget > | GetSlateWidgetFromName
(
const FName& Name |
|
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UWidget * | GetWidgetFromName
(
const FName& Name |
|
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UWidget * | GetWidgetHandle
(
TSharedRef< SWidget > InWidget |
|
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UWidgetBlueprintGeneratedClass * | Returns the BlueprintGeneratedClass that generated the WidgetTree. | |
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bool | Initialize () |
|
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void | ||
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void | ||
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void | The function is implemented only in nativized widgets (automatically converted from BP to c++) | |
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void | Invalidate
(
EInvalidateWidgetReason InvalidateReason |
|
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bool | IsAnimationPlaying
(
const UWidgetAnimation* InAnimation |
Gets whether an animation is currently playing on this widget. |
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bool | IsAnimationPlayingForward
(
const UWidgetAnimation* InAnimation |
Returns true if the animation is currently playing forward, false otherwise. |
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bool | ||
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bool | IsAsset () |
|
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bool | Is this widget an editor utility widget. | |
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bool | IsFocusable () |
Sets whether this widget to accept focus when clicked, or when navigated to. |
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bool | Returns whether the input action is blocking. | |
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bool | Gets a value indicating if the widget is interactive. | |
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bool | IsListeningForInputAction
(
FName ActionName |
Checks if the action has a registered callback with the input component. |
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bool | Are we currently playing any animations? | |
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FLinearColor | ||
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FSlateColor | ||
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void | ListenForInputAction
(
FName ActionName, |
Listens for a particular Player Input Action by name. |
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void | ||
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void | ||
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bool | ||
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void | NativeOnAddedToFocusPath
(
const FFocusEvent& InFocusEvent |
|
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FReply | NativeOnAnalogValueChanged
(
const FGeometry& InGeometry, |
|
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FCursorReply | NativeOnCursorQuery
(
const FGeometry& InGeometry, |
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void | NativeOnDragCancelled
(
const FDragDropEvent& InDragDropEvent, |
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void | NativeOnDragDetected
(
const FGeometry& InGeometry, |
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void | NativeOnDragEnter
(
const FGeometry& InGeometry, |
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void | NativeOnDragLeave
(
const FDragDropEvent& InDragDropEvent, |
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bool | NativeOnDragOver
(
const FGeometry& InGeometry, |
|
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bool | NativeOnDrop
(
const FGeometry& InGeometry, |
|
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void | ||
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void | NativeOnFocusChanging
(
const FWeakWidgetPath& PreviousFocusPath, |
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void | NativeOnFocusLost
(
const FFocusEvent& InFocusEvent |
|
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FReply | NativeOnFocusReceived
(
const FGeometry& InGeometry, |
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void | ||
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FReply | NativeOnKeyChar
(
const FGeometry& InGeometry, |
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FReply | NativeOnKeyDown
(
const FGeometry& InGeometry, |
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FReply | NativeOnKeyUp
(
const FGeometry& InGeometry, |
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FReply | NativeOnMotionDetected
(
const FGeometry& InGeometry, |
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FReply | NativeOnMouseButtonDoubleClick
(
const FGeometry& InGeometry, |
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FReply | NativeOnMouseButtonDown
(
const FGeometry& InGeometry, |
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FReply | NativeOnMouseButtonUp
(
const FGeometry& InGeometry, |
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void | NativeOnMouseCaptureLost
(
const FCaptureLostEvent& CaptureLostEvent |
|
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void | NativeOnMouseEnter
(
const FGeometry& InGeometry, |
|
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void | NativeOnMouseLeave
(
const FPointerEvent& InMouseEvent |
|
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FReply | NativeOnMouseMove
(
const FGeometry& InGeometry, |
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FReply | NativeOnMouseWheel
(
const FGeometry& InGeometry, |
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FNavigationReply | NativeOnNavigation
(
const FGeometry& InGeometry, |
|
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FNavigationReply | NativeOnNavigation
(
const FGeometry& MyGeometry, |
|
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FReply | NativeOnPreviewKeyDown
(
const FGeometry& InGeometry, |
|
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FReply | NativeOnPreviewMouseButtonDown
(
const FGeometry& InGeometry, |
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void | NativeOnRemovedFromFocusPath
(
const FFocusEvent& InFocusEvent |
|
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FReply | NativeOnTouchEnded
(
const FGeometry& InGeometry, |
|
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FReply | NativeOnTouchForceChanged
(
const FGeometry& MyGeometry, |
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FReply | NativeOnTouchGesture
(
const FGeometry& InGeometry, |
|
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FReply | NativeOnTouchMoved
(
const FGeometry& InGeometry, |
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FReply | NativeOnTouchStarted
(
const FGeometry& InGeometry, |
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int32 | NativePaint
(
const FPaintArgs& Args, |
Native implemented paint function for the Widget Returns the maximum LayerID painted on |
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void | ||
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bool | ||
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bool | ||
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void | NativeTick
(
const FGeometry& MyGeometry, |
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void | OnAddedToFocusPath
(
FFocusEvent InFocusEvent |
If focus is gained on on this widget or on a child widget and this widget is added to the focus path, and wasn't previously part of it, this event is called. |
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FEventReply | OnAnalogValueChanged
(
FGeometry MyGeometry, |
Called when an analog value changes on a button that supports analog |
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void | OnAnimationFinished
(
const UWidgetAnimation* Animation |
Called when an animation has either played all the way through or is stopped |
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void | OnAnimationFinished_Implementation
(
const UWidgetAnimation* Animation |
|
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void | OnAnimationFinishedPlaying
(
UUMGSequencePlayer& Player |
Called when a sequence player is finished playing an animation |
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void | OnAnimationStarted
(
const UWidgetAnimation* Animation |
Called when an animation is started. |
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void | OnAnimationStarted_Implementation
(
const UWidgetAnimation* Animation |
|
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void | OnAnimationStartedPlaying
(
UUMGSequencePlayer& Player |
Called when a sequence player is finished playing an animation |
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void | OnDragCancelled
(
const FPointerEvent& PointerEvent, |
Called when the user cancels the drag operation, typically when they simply release the mouse button after beginning a drag operation, but failing to complete the drag. |
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void | OnDragDetected
(
FGeometry MyGeometry, |
TODO. |
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void | OnDragEnter
(
FGeometry MyGeometry, |
Called during drag and drop when the drag enters the widget. |
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void | OnDragLeave
(
FPointerEvent PointerEvent, |
Called during drag and drop when the drag leaves the widget. |
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bool | OnDragOver
(
FGeometry MyGeometry, |
Called during drag and drop when the the mouse is being dragged over a widget. |
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bool | OnDrop
(
FGeometry MyGeometry, |
Called when the user is dropping something onto a widget. |
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void | OnFocusLost
(
FFocusEvent InFocusEvent |
Called when this widget loses focus. This event does not bubble. |
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FEventReply | OnFocusReceived
(
FGeometry MyGeometry, |
Called when keyboard focus is given to this widget. This event does not bubble. |
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void | Called once only at game time on non-template instances. | |
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void | OnInputAction
(
FOnInputAction Callback |
|
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FEventReply | OnKeyChar
(
FGeometry MyGeometry, |
Called after a character is entered while this widget has focus |
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FEventReply | OnKeyDown
(
FGeometry MyGeometry, |
Called after a key (keyboard, controller, ...) is pressed when this widget has focus (this event bubbles if not handled) |
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FEventReply | OnKeyUp
(
FGeometry MyGeometry, |
Called after a key (keyboard, controller, ...) is released when this widget has focus |
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FEventReply | OnMotionDetected
(
FGeometry MyGeometry, |
Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller. |
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FEventReply | OnMouseButtonDoubleClick
(
FGeometry InMyGeometry, |
Called when a mouse button is double clicked. Override this in derived classes. |
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FEventReply | OnMouseButtonDown
(
FGeometry MyGeometry, |
The system calls this method to notify the widget that a mouse button was pressed within it. |
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FEventReply | OnMouseButtonUp
(
FGeometry MyGeometry, |
The system calls this method to notify the widget that a mouse button was release within it. |
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void | Called when mouse capture is lost if it was owned by this widget. | |
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void | OnMouseEnter
(
FGeometry MyGeometry, |
The system will use this event to notify a widget that the cursor has entered it. |
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void | OnMouseLeave
(
const FPointerEvent& MouseEvent |
The system will use this event to notify a widget that the cursor has left it. |
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FEventReply | OnMouseMove
(
FGeometry MyGeometry, |
The system calls this method to notify the widget that a mouse moved within it. |
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FEventReply | OnMouseWheel
(
FGeometry MyGeometry, |
Called when the mouse wheel is spun. This event is bubbled. |
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void | OnPaint
(
UPARAM(ref) FPaintContext& Context |
|
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FEventReply | OnPreviewKeyDown
(
FGeometry MyGeometry, |
Called after a key (keyboard, controller, ...) is pressed when this widget or a child of this widget has focus If a widget handles this event, OnKeyDown will not be passed to the focused widget. |
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FEventReply | OnPreviewMouseButtonDown
(
FGeometry MyGeometry, |
Just like OnMouseButtonDown, but tunnels instead of bubbling. |
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void | OnRemovedFromFocusPath
(
FFocusEvent InFocusEvent |
If focus is lost on on this widget or on a child widget and this widget is no longer part of the focus path. |
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FEventReply | OnTouchEnded
(
FGeometry MyGeometry, |
Called when a touchpad touch is ended (finger lifted) |
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FEventReply | OnTouchForceChanged
(
FGeometry MyGeometry, |
Called when a touchpad force has changed (user pressed down harder or let up) |
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FEventReply | OnTouchGesture
(
FGeometry MyGeometry, |
Called when the user performs a gesture on trackpad. This event is bubbled. |
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FEventReply | OnTouchMoved
(
FGeometry MyGeometry, |
Called when a touchpad touch is moved (finger moved) |
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FEventReply | OnTouchStarted
(
FGeometry MyGeometry, |
Called when a touchpad touch is started (finger down) |
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float | PauseAnimation
(
const UWidgetAnimation* InAnimation |
Pauses an already running animation in this widget |
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UUMGSequencePlayer * | PlayAnimation
(
UWidgetAnimation* InAnimation, |
Plays an animation in this widget a specified number of times |
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UUMGSequencePlayer * | PlayAnimationForward
(
UWidgetAnimation* InAnimation, |
Plays an animation on this widget relative to it's current state forward. |
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UUMGSequencePlayer * | PlayAnimationReverse
(
UWidgetAnimation* InAnimation, |
Plays an animation on this widget relative to it's current state in reverse. |
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UUMGSequencePlayer * | PlayAnimationTimeRange
(
UWidgetAnimation* InAnimation, |
Plays an animation in this widget a specified number of times stopping at a specified time |
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void | PlaySound
(
USoundBase* SoundToPlay |
Plays a sound through the UI |
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void | PostDuplicate
(
bool bDuplicateForPIE |
|
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void | PostLoad () |
|
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void | PostTickActionsAndAnimation
(
float InDeltaTime |
|
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void | PreConstruct
(
bool IsDesignTime |
Called by both the game and the editor. |
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float | QueuePauseAnimation
(
const UWidgetAnimation* InAnimation |
Pauses an already running animation in this widget |
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void | QueuePlayAnimation
(
UWidgetAnimation* InAnimation, |
Plays an animation in this widget a specified number of times |
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void | QueuePlayAnimationForward
(
UWidgetAnimation* InAnimation, |
Plays an animation on this widget relative to it's current state forward. |
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void | QueuePlayAnimationReverse
(
UWidgetAnimation* InAnimation, |
Plays an animation on this widget relative to it's current state in reverse. |
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void | QueuePlayAnimationTimeRange
(
UWidgetAnimation* InAnimation, |
Plays an animation in this widget a specified number of times stopping at a specified time |
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void | Stop All actively running animations. | |
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void | QueueStopAnimation
(
const UWidgetAnimation* InAnimation |
Stops an already running animation in this widget |
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void | ListenForInputAction will automatically Register an Input Component with the player input system. | |
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void | RemoveExtension
(
UUserWidgetExtension* InExtension |
Remove the extension. |
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void | Remove all extensions of the requested type. | |
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void | RemoveExtensions
(
TSubclassOf< UUserWidgetExtension > InExtensionType |
Remove all extensions of the requested type. |
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void | Removes the widget from the viewport. | |
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void | RemoveObsoleteBindings
(
const TArray< FName >& NamedSlots |
|
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void | ReverseAnimation
(
const UWidgetAnimation* InAnimation |
If an animation is playing, this function will reverse the playback. |
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void | SetAlignmentInViewport
(
FVector2D Alignment |
|
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void | SetAnchorsInViewport
(
FAnchors Anchors |
|
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void | SetAnimationCurrentTime
(
const UWidgetAnimation* InAnimation, |
Sets the current time of the animation in this widget. Does not change state. |
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void | SetColorAndOpacity
(
FLinearColor InColorAndOpacity |
Sets the tint of the widget, this affects all child widgets. |
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bool | SetDesiredFocusWidget
(
FName WidgetName |
Sets the child Widget that should receive focus when this UserWidget gets focus using it's name. |
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bool | SetDesiredFocusWidget
(
UWidget* Widget |
Sets the child Widget that should receive focus when this UserWidget gets focus. |
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void | SetDesiredSizeInViewport
(
FVector2D Size |
|
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void | SetForegroundColor
(
FSlateColor InForegroundColor |
Sets the foreground color of the widget, this is inherited by sub widgets. |
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void | SetInputActionBlocking
(
bool bShouldBlock |
|
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void | SetInputActionPriority
(
int32 NewPriority |
|
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void | SetIsFocusable
(
bool InIsFocusable |
|
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void | SetMinimumDesiredSize
(
FVector2D InMinimumDesiredSize |
|
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void | SetNumLoopsToPlay
(
const UWidgetAnimation* InAnimation, |
Changes the number of loops to play given a playing animation |
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void | SetOwningLocalPlayer
(
ULocalPlayer* LocalPlayer |
Sets the player associated with this UI via LocalPlayer reference. |
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void | SetOwningPlayer
(
APlayerController* LocalPlayerController |
Sets the local player associated with this UI via PlayerController reference. |
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void | SetPadding
(
FMargin InPadding |
Sets the padding for the user widget, putting a larger gap between the widget border and it's root widget. |
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void | SetPlaybackSpeed
(
const UWidgetAnimation* InAnimation, |
Changes the playback rate of a playing animation |
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void | SetPlayerContext
(
const FLocalPlayerContext& InPlayerContext |
Sets the player context associated with this UI. |
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void | SetPositionInViewport
(
FVector2D Position, |
Sets the widgets position in the viewport. |
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void | Stop All actively running animations. | |
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void | StopAnimation
(
const UWidgetAnimation* InAnimation |
Stops an already running animation in this widget |
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void | Cancels any pending Delays or timer callbacks for this widget, and stops all active animations on the widget. | |
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void | Stops listening to all input actions, and unregisters the input component with the player controller. | |
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void | StopListeningForInputAction
(
FName ActionName, |
Removes the binding for a particular action's callback. |
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void | ||
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void | Tick
(
FGeometry MyGeometry, |
Ticks this widget. Override in derived classes, but always call the parent implementation. |
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void | TickActionsAndAnimation
(
float InDeltaTime |
Ticks the active sequences and latent actions that have been scheduled for this Widget. |
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void | UnbindAllFromAnimationFinished
(
UWidgetAnimation* Animation |
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void | UnbindAllFromAnimationStarted
(
UWidgetAnimation* Animation |
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void | UnbindFromAnimationFinished
(
UWidgetAnimation* Animation, |
Unbind an animation finished delegate. |
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void | UnbindFromAnimationStarted
(
UWidgetAnimation* Animation, |
Unbind an animation started delegate. |
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void | StopListeningForAllInputActions will automatically Register an Input Component with the player input system. | |
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void | UpdateBindingForSlot
(
FName SlotName |
Update the binding for this namedslot if the name is not found but GUID is matched. |
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void | ||
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void | ValidateBlueprint
(
const UWidgetTree& BlueprintWidgetTree, |
Final step of Widget Blueprint compilation. |
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void | ValidateCompiledWidgetTree
(
const UWidgetTree& BlueprintWidgetTree, |
Override to perform any custom inspections of the default widget tree at the end of compilation. |
Overridden from UWidget
Type | Name | Description | |
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T * | Gets the local player associated with this UI cast to the template type. | |
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ULocalPlayer * | Gets the local player associated with this UI. | |
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APlayerController * | Gets the player controller associated with this UI. | |
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T * | Gets the player controller associated with this UI cast to the template type. | |
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const FText | Gets the palette category of the widget | |
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UWorld * | GetWorld () |
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void | OnDesignerChanged
(
const FDesignerChangedEventArgs& EventArgs |
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void | Function called after the underlying SWidget is constructed. | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
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void | PreSave
(
FObjectPreSaveContext ObjectSaveContext |
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TSharedRef< SWidget > | Function implemented by all subclasses of UWidget is called when the underlying SWidget needs to be constructed. | |
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void | SetDesignerFlags
(
EWidgetDesignFlags NewFlags |
Sets the designer flags on the widget. |
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void | SetVisibility
(
ESlateVisibility InVisibility |
Sets the visibility of the widget. |
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void | Applies all properties to the native widget if possible. |
Overridden from UVisual
Type | Name | Description | |
---|---|---|---|
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void | BeginDestroy () |
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void | ReleaseSlateResources
(
bool bReleaseChildren |
Overridden from INamedSlotInterface
Type | Name | Description | |
---|---|---|---|
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UWidget * | GetContentForSlot
(
FName SlotName |
Gets the widget for a given slot by name, will return nullptr if no widget is in the slot. |
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void | GetSlotNames
(
TArray< FName >& SlotNames |
Gets the names for slots that we can store widgets into. |
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void | SetContentForSlot
(
FName SlotName, |
Sets the widget for a given slot by name. |
Classes
Type | Name | Description | |
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FNativeOnDestruct | ||
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FNativeOnVisibilityChangedEvent |
Constants
Name | Description |
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bInitializingFromWidgetTree | |
bTemplateInitializing |