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Unreal Engine C++ API Reference > Runtime > UMG > Components
Inheritance Hierarchy
- INamedSlotInterface
- UExpandableArea
- UEditorUtilityExpandableArea
- UUserWidget
- UCommonUserWidget
- UCommonActivatableWidget
- UXRCreativePaletteTab
- UXRCreativePaletteToolTab
- UCommonButtonBase
- UCommonBoundActionButton
- UCommonRotator
- UCommonTabListWidgetBase
- UXRCreativePalette
- UDGGUI
- UEditorUtilityWidget
- ULevelSequenceBurnIn
- UMovieGraphBurnInWidget
- UMoviePipelineBurnInWidget
- UMovieRenderDebugWidget
- UTakeRecorderOverlayWidget
- UUTBCommandUMGUI
- UVCamWidget
- UVCamStateSwitcherWidget
- UWidgetTree
References
Module | UMG |
Header | /Engine/Source/Runtime/UMG/Public/Components/NamedSlotInterface.h |
Include | #include "Components/NamedSlotInterface.h" |
Syntax
class INamedSlotInterface
Functions
Type | Name | Description | |
---|---|---|---|
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bool | ContainsContent
(
UWidget* Content |
Determines if any slot holds the given widget. |
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FName | FindSlotForContent
(
UWidget* Content |
Determines if any slot holds the given widget and the name of that slot. |
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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 | ReleaseNamedSlotSlateResources
(
bool bReleaseChildren |
Releases named slot related resources. |
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void | SetContentForSlot
(
FName SlotName, |
Sets the widget for a given slot by name. |
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void | SetNamedSlotDesignerFlags
(
EWidgetDesignFlags NewFlags |
Applies the designer flags to the all of the content in all the slots. |