Navigation
API > API/Runtime > API/Runtime/UMG
Bare-bones base class to make creating custom UListView widgets easier. Child classes should also inherit from ITypedUMGListView
Child classes will own the actual SListView
Additionally, the entry widget class can be filtered for a particular class and interface with the EntryClass and EntryInterface metadata arguments This can be specified either on the class directly (see below) or on any BindWidget FProperty
Example: class UMyUserWidget : public UUserWidget { UListView* ListView_InventoryItems; }
| Name | UListViewBase |
| Type | class |
| Header File | /Engine/Source/Runtime/UMG/Public/Components/ListViewBase.h |
| Include Path | #include "Components/ListViewBase.h" |
Syntax
UCLASS (Abstract, NotBlueprintable, HideDropDown, Meta=(EntryInterface=UserListEntry), MinimalAPI)
class UListViewBase : public UWidget
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UVisual → UWidget → UListViewBase
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UListViewBase
(
const FObjectInitializer& ObjectInitializer |
Components/ListViewBase.h |
Classes
| Name | Remarks |
|---|---|
| FOnEntryWidgetReleased | |
| FOnListEntryGenerated |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bNeedsToCallRefreshDesignerItems | bool | Components/ListViewBase.h | ||
| EntryGenAnnouncementDelegateHandle | FTSTicker::FDelegateHandle | Components/ListViewBase.h | ||
| EntryWidgetPool | FUserWidgetPool | Components/ListViewBase.h |
|
|
| MyTableViewBase | TSharedPtr< STableViewBase > | Components/ListViewBase.h | ||
| NumDesignerPreviewEntries | int32 | The number of dummy item entry widgets to preview in the widget designer | Components/ListViewBase.h |
|
| OnEntryWidgetReleasedEvent | FOnEntryWidgetReleased | Components/ListViewBase.h | ||
| OnListEntryGeneratedEvent | FOnListEntryGenerated | Components/ListViewBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CancelListViewDragDrop() |
Cancels the drag drop operation if one is in progress | Components/ListViewBase.h |
|
UDragDropOperation * CreateDragDropOperation
(
UObject* Item |
Creates the drag drop operation for the list view. | Components/ListViewBase.h |
|
void EndInertialScrolling() |
Stops the scroll inertia | Components/ListViewBase.h |
|
const TArray< UUserWidget * > & GetDisplayedEntryWidgets() |
Gets all of the list entry widgets currently being displayed by the list | Components/ListViewBase.h |
|
TSubclassOf< UUserWidget > GetEntryWidgetClass() |
Components/ListViewBase.h | ||
bool GetIsDraggingListItem() |
Gets whether or not a drag operation is in progress. | Components/ListViewBase.h |
|
virtual UObject * GetListObjectFromEntry
(
UUserWidget& EntryWidget |
Get the corresponding list object for this userwidget entry. | Components/ListViewBase.h | |
float GetScrollOffset() |
Get the scroll offset of this view (in items) | Components/ListViewBase.h |
|
FOnListEntryGenerated & OnEntryWidgetGenerated() |
Components/ListViewBase.h | ||
FOnEntryWidgetReleased & OnEntryWidgetReleased() |
Components/ListViewBase.h | ||
void RegenerateAllEntries () |
Full regeneration of all entries in the list. | Components/ListViewBase.h |
|
void RequestRefresh () |
Sets the list to refresh on the next tick. | Components/ListViewBase.h |
|
void ScrollToBottom() |
Scroll the entire list down to the bottom-most item | Components/ListViewBase.h |
|
void ScrollToTop() |
Scroll the entire list up to the first item | Components/ListViewBase.h |
|
void SetAllowOverScroll
(
bool NewAllowOverscroll |
Components/ListViewBase.h |
|
|
void SetIsGamepadScrollingEnabled
(
bool bInIsGamepadScrollingEnabled |
Enable/Disable the ability of the list to scroll via gamepad. | Components/ListViewBase.h |
|
void SetIsPointerScrollingEnabled
(
bool bInIsPointerScrollingEnabled |
Enable/Disable the ability of the list to scroll. This should be use as a temporary disable. | Components/ListViewBase.h |
|
void SetScrollbarVisibility
(
ESlateVisibility InVisibility |
Components/ListViewBase.h |
|
|
void SetScrollOffset
(
const float InScrollOffset |
Set the scroll offset of this view (in items) | Components/ListViewBase.h |
|
void SetWheelScrollMultiplier
(
float NewWheelScrollMultiplier |
Components/ListViewBase.h |
|
Overridden from UWidget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const FText GetPaletteCategory() |
Gets the palette category of the widget | Components/ListViewBase.h | |
virtual void ValidateCompiledDefaults
(
IWidgetCompilerLog& CompileLog |
Called at the end of Widget Blueprint compilation. | Components/ListViewBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishGeneratingEntry
(
UUserWidget& GeneratedEntry |
Components/ListViewBase.h | ||
WidgetEntryT & GenerateTypedEntry
(
TSubclassOf< WidgetEntryT > WidgetClass, |
Components/ListViewBase.h | ||
virtual FReply HandleListEntryAcceptDrop
(
const FDragDropEvent& DropEvent, |
Components/ListViewBase.h | ||
virtual TOptional< EItemDropZone > HandleListEntryCanAcceptDrop
(
const FDragDropEvent& DropEvent, |
Components/ListViewBase.h | ||
virtual void HandleListEntryDragCancelled
(
const FDragDropEvent& DropEvent |
Components/ListViewBase.h | ||
virtual UDragDropOperation * HandleListEntryDragDetected
(
const FGeometry& MyGeometry, |
Components/ListViewBase.h | ||
virtual void HandleListEntryDragEnter
(
const FDragDropEvent& DropEvent, |
Components/ListViewBase.h | ||
virtual void HandleListEntryDragLeave
(
const FDragDropEvent& DropEvent, |
Components/ListViewBase.h | ||
virtual void HandleListEntryHovered
(
UUserWidget& EntryWidget |
Components/ListViewBase.h | ||
virtual void HandleListEntryUnhovered
(
UUserWidget& EntryWidget |
Components/ListViewBase.h | ||
void HandleRowReleased
(
const TSharedRef< ITableRow >& Row |
Expected to be bound to the actual ListView widget created by a child class (automatically taken care of via the construction helpers within ITypedUMGListView) | Components/ListViewBase.h | |
virtual void NativeOnEntriesGenerated() |
Components/ListViewBase.h | ||
virtual void NativeOnEntryGenerated
(
UUserWidget* EntryWidget |
Components/ListViewBase.h | ||
virtual void NativeOnEntryReleased
(
UUserWidget* EntryWidget |
Components/ListViewBase.h | ||
virtual void OnRefreshDesignerItems () |
Called during design time to allow lists to generate preview entries via dummy data. | Components/ListViewBase.h | |
virtual TSharedRef< STableViewBase > RebuildListWidget() |
Implement in child classes to construct the actual ListView Slate widget | Components/ListViewBase.h | |
void RefreshDesignerItems
(
TArray< PlaceholderItemT >& ListItems, |
Helper intended to be called by overrides of OnRefreshDesignerItems. | Components/ListViewBase.h |
Overridden from UWidget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedRef< SWidget > RebuildWidget() |
Function implemented by all subclasses of UWidget is called when the underlying SWidget needs to be constructed. | Components/ListViewBase.h | |
virtual void SynchronizeProperties () |
Applies all properties to the native widget if possible. | Components/ListViewBase.h |
Overridden from UVisual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ReleaseSlateResources
(
bool bReleaseChildren |
Components/ListViewBase.h |