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