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A widget that enables UI extensibility through WidgetBlueprint.
| Name | UUserWidget |
| Type | class |
| Header File | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h |
| Include Path | #include "Blueprint/UserWidget.h" |
Syntax
UCLASS (Abstract, EditInlineNew, BlueprintType, Blueprintable,
Meta=(DontUseGenericSpawnObject="True", DisableNativeTick), MinimalAPI)
class UUserWidget :
public UWidget ,
public INamedSlotInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UVisual → UWidget → UUserWidget
Implements Interfaces
Derived Classes
UUserWidget derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UUserWidget
(
const FObjectInitializer& ObjectInitializer |
Blueprint/UserWidget.h |
Classes
| Name | Remarks |
|---|---|
| FNativeOnDestruct | |
| FNativeOnVisibilityChangedEvent |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveSequencePlayers | TArray< TObjectPtr< UUMGSequencePlayer > > | Blueprint/UserWidget.h |
|
|
| AnimationTickManager | TObjectPtr< UUMGSequenceTickManager > | Global tick manager for running widget animations | Blueprint/UserWidget.h |
|
| bAutomaticallyRegisterInputOnConstruction | uint8 | If true, this widget will automatically register its own input component upon construction. | Blueprint/UserWidget.h | |
| bHasScriptImplementedPaint | uint8 | If a widget has an implemented paint blueprint function | Blueprint/UserWidget.h | |
| bHasScriptImplementedTick | uint8 | If a widget has an implemented tick blueprint function | Blueprint/UserWidget.h | |
| bIsFocusable | uint8 | Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to. | Blueprint/UserWidget.h |
|
| bStopAction | uint8 | Blueprint/UserWidget.h |
|
|
| ColorAndOpacity | FLinearColor | The color and opacity of this widget. Tints all child widgets. | Blueprint/UserWidget.h |
|
| ColorAndOpacityDelegate | FGetLinearColor | Blueprint/UserWidget.h | ||
| DesignSizeMode | EDesignPreviewSizeMode | Blueprint/UserWidget.h | ||
| DesignTimeSize | FVector2D | Stores the design time desired size of the user widget | Blueprint/UserWidget.h | |
| ForegroundColor | FSlateColor | The foreground color of the widget, this is inherited by sub widgets. | Blueprint/UserWidget.h |
|
| ForegroundColorDelegate | FGetSlateColor | Blueprint/UserWidget.h | ||
| OnNativeDestruct | FNativeOnDestruct | Blueprint/UserWidget.h | ||
| OnNativeVisibilityChanged | FNativeOnVisibilityChangedEvent | Blueprint/UserWidget.h | ||
| OnVisibilityChanged | FOnVisibilityChangedEvent | Called when the visibility has changed | Blueprint/UserWidget.h |
|
| Padding | FMargin | The padding area around the content. | Blueprint/UserWidget.h |
|
| PaletteCategory | FText | The category this widget appears in the palette. | Blueprint/UserWidget.h | |
| PreviewBackground | TObjectPtr< UTexture2D > | A preview background that you can use when designing the UI to get a sense of scale on the screen. | Blueprint/UserWidget.h |
|
| Priority | int32 | Blueprint/UserWidget.h |
|
|
| QueuedWidgetAnimationTransitions | TArray< FQueuedWidgetAnimationTransition > | Animation transitions to trigger on next tick | Blueprint/UserWidget.h |
|
| StoppedSequencePlayers | TArray< TObjectPtr< UUMGSequencePlayer > > | Blueprint/UserWidget.h |
|
|
| WidgetTree | TObjectPtr< UWidgetTree > | The widget tree contained inside this user widget initialized by the blueprint | Blueprint/UserWidget.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveAnimations | TArray< TSharedRef< FWidgetAnimationState > > | All the sequences currently playing | Blueprint/UserWidget.h | |
| bAreExtensionsConstructed | uint8 | Has this widget been constructed and we need to call Construct on new extension. | Blueprint/UserWidget.h | |
| bAreExtensionsPreConstructed | uint8 | Has this widget been preconstructed and we need to call PreConstruct on new extension. | Blueprint/UserWidget.h | |
| bInitialized | uint8 | Has this widget been initialized by its class yet? | Blueprint/UserWidget.h | |
| bIsTickingAnimations | bool | True when we are ticking our active animations | Blueprint/UserWidget.h | |
| bStoppingAllAnimations | uint8 | If we're stopping all animations, don't allow new animations to be created as side-effects. | Blueprint/UserWidget.h | |
| CachedWorld | TWeakObjectPtr< UWorld > | Get World calls can be expensive for Widgets, we speed them up by caching the last found world until it goes away. | Blueprint/UserWidget.h | |
| DesiredFocusWidget | FWidgetChild | Blueprint/UserWidget.h |
|
|
| Extensions | TArray< TObjectPtr< UUserWidgetExtension > > | The UserWidget extensions | Blueprint/UserWidget.h | |
| MinimumDesiredSize | FVector2D | Blueprint/UserWidget.h | ||
| NamedSlotBindings | TArray< FNamedSlotBinding > | Stores the widgets being assigned to named slots | Blueprint/UserWidget.h | |
| OnAnimationFinishedPlayingEvent | FOnWidgetAnimationEvent | Blueprint/UserWidget.h | ||
| OnAnimationStartedPlayingEvent | FOnWidgetAnimationEvent | Blueprint/UserWidget.h | ||
| PlayerContext | FLocalPlayerContext | The player context that is associated with this UI. Think of this as the owner of the UI. | Blueprint/UserWidget.h | |
| TickFrequency | EWidgetTickFrequency | This widget is allowed to tick. | Blueprint/UserWidget.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ExtensionType * AddExtension () |
Add the extension of the requested type. | Blueprint/UserWidget.h | |
UUserWidgetExtension * AddExtension
(
TSubclassOf< UUserWidgetExtension > InExtensionType |
Add the extension of the requested type. | Blueprint/UserWidget.h |
|
bool AddToPlayerScreen
(
int32 ZOrder |
Adds the widget to the game's viewport in a section dedicated to the player. | Blueprint/UserWidget.h |
|
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. | Blueprint/UserWidget.h |
|
void AssignGUIDToBindings() |
Add the GUID of each Namedslot widget to its corresponding binding, if any. | Blueprint/UserWidget.h | |
void BindToAnimationEvent
(
UWidgetAnimation* Animation, |
Allows binding to a specific animation's event. | Blueprint/UserWidget.h |
|
void BindToAnimationFinished
(
UWidgetAnimation* Animation, |
Bind an animation finished delegate. | Blueprint/UserWidget.h |
|
void BindToAnimationStarted
(
UWidgetAnimation* Animation, |
Bind an animation started delegate. | Blueprint/UserWidget.h |
|
void CancelLatentActions() |
Cancels any pending Delays or timer callbacks for this widget. | Blueprint/UserWidget.h |
|
void Construct () |
Called after the underlying slate widget is constructed. | Blueprint/UserWidget.h |
|
void Destruct () |
Called when a widget is no longer referenced causing the slate resource to destroyed. | Blueprint/UserWidget.h |
|
void DuplicateAndInitializeFromWidgetTree
(
UWidgetTree* InWidgetTree, |
Blueprint/UserWidget.h | ||
void FlushAnimations() |
Flushes all animations on all widgets to guarantee that any queued updates are processed before this call returns | Blueprint/UserWidget.h |
|
FVector2D GetAlignmentInViewport() |
Blueprint/UserWidget.h |
|
|
FAnchors GetAnchorsInViewport() |
Blueprint/UserWidget.h |
|
|
float GetAnimationCurrentTime
(
const UWidgetAnimation* InAnimation |
Gets the current time of the animation in this widget | Blueprint/UserWidget.h |
|
const FLinearColor & GetColorAndOpacity() |
Gets the tint of the widget. | Blueprint/UserWidget.h | |
UWidget * GetDesiredFocusWidget() |
Blueprint/UserWidget.h | ||
FName GetDesiredFocusWidgetName() |
Blueprint/UserWidget.h | ||
EWidgetTickFrequency GetDesiredTickFrequency() |
Blueprint/UserWidget.h | ||
ExtensionType * GetExtension () |
Find the first extension of the requested type. | Blueprint/UserWidget.h | |
UUserWidgetExtension * GetExtension
(
TSubclassOf< UUserWidgetExtension > ExtensionType |
Find the first extension of the requested type. | Blueprint/UserWidget.h |
|
TArray< UUserWidgetExtension * > GetExtensions
(
TSubclassOf< UUserWidgetExtension > ExtensionType |
Find the extensions of the requested type. | Blueprint/UserWidget.h |
|
const FSlateColor & GetForegroundColor () |
Gets the foreground color of the widget, this is inherited by sub widgets. | Blueprint/UserWidget.h | |
int32 GetInputActionPriority() |
Gets the priority of the input action. | Blueprint/UserWidget.h | |
bool GetIsVisible() |
Blueprint/UserWidget.h |
|
|
| Gets the player camera manager associated with this UI. | Blueprint/UserWidget.h |
|
|
T * GetOwningPlayerCameraManager () |
Gets the player camera manager associated with this UI cast to the template type. | Blueprint/UserWidget.h | |
T * GetOwningPlayerPawn () |
Gets the player pawn associated with this UI cast to the template type. | Blueprint/UserWidget.h | |
APawn * GetOwningPlayerPawn () |
Gets the player pawn associated with this UI. | Blueprint/UserWidget.h |
|
TPlayerState * GetOwningPlayerState
(
bool bChecked |
Get the owning player's PlayerState. | Blueprint/UserWidget.h | |
FMargin GetPadding() |
Gets the padding for the user widget. | Blueprint/UserWidget.h | |
const FLocalPlayerContext & GetPlayerContext() |
Gets the player context associated with this UI. | Blueprint/UserWidget.h | |
UWidget * GetRootWidget() |
Blueprint/UserWidget.h | ||
TSharedPtr< SWidget > GetSlateWidgetFromName
(
const FName& Name |
Blueprint/UserWidget.h | ||
| Blueprint/UserWidget.h | |||
UWidget * GetWidgetHandle
(
TSharedRef< SWidget > InWidget |
Blueprint/UserWidget.h | ||
| Returns the BlueprintGeneratedClass that generated the WidgetTree. | Blueprint/UserWidget.h | ||
virtual bool Initialize() |
Blueprint/UserWidget.h | ||
bool IsAnimationPlaying
(
const UWidgetAnimation* InAnimation |
Gets whether an animation is currently playing on this widget. | Blueprint/UserWidget.h |
|
bool IsAnimationPlayingForward
(
const UWidgetAnimation* InAnimation |
Returns true if the animation is currently playing forward, false otherwise. | Blueprint/UserWidget.h |
|
bool IsAnyAnimationPlaying() |
Blueprint/UserWidget.h |
|
|
virtual bool IsEditorUtility() |
Is this widget an editor utility widget. | Blueprint/UserWidget.h | |
bool IsFocusable() |
Sets whether this widget to accept focus when clicked, or when navigated to. | Blueprint/UserWidget.h | |
bool IsInputActionBlocking() |
Returns whether the input action is blocking. | Blueprint/UserWidget.h | |
bool IsInteractable() |
Gets a value indicating if the widget is interactive. | Blueprint/UserWidget.h |
|
bool IsPlayingAnimation() |
Are we currently playing any animations? | Blueprint/UserWidget.h |
|
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. | Blueprint/UserWidget.h |
|
FEventReply OnAnalogValueChanged
(
FGeometry MyGeometry, |
Called when an analog value changes on a button that supports analog | Blueprint/UserWidget.h |
|
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. | Blueprint/UserWidget.h |
|
void OnDragDetected
(
FGeometry MyGeometry, |
TODO. | Blueprint/UserWidget.h |
|
void OnDragEnter
(
FGeometry MyGeometry, |
Called during drag and drop when the drag enters the widget. | Blueprint/UserWidget.h |
|
void OnDragLeave
(
FPointerEvent PointerEvent, |
Called during drag and drop when the drag leaves the widget. | Blueprint/UserWidget.h |
|
bool OnDragOver
(
FGeometry MyGeometry, |
Called during drag and drop when the the mouse is being dragged over a widget. | Blueprint/UserWidget.h |
|
bool OnDrop
(
FGeometry MyGeometry, |
Called when the user is dropping something onto a widget. | Blueprint/UserWidget.h |
|
void OnFocusLost
(
FFocusEvent InFocusEvent |
Called when this widget loses focus. This event does not bubble. | Blueprint/UserWidget.h |
|
FEventReply OnFocusReceived
(
FGeometry MyGeometry, |
Called when keyboard focus is given to this widget. This event does not bubble. | Blueprint/UserWidget.h |
|
void OnInitialized () |
Called once only at game time on non-template instances. | Blueprint/UserWidget.h |
|
FEventReply OnKeyChar
(
FGeometry MyGeometry, |
Called after a character is entered while this widget has focus | Blueprint/UserWidget.h |
|
FEventReply OnKeyDown
(
FGeometry MyGeometry, |
Called after a key (keyboard, controller, ...) is pressed when this widget has focus (this event bubbles if not handled) | Blueprint/UserWidget.h |
|
FEventReply OnKeyUp
(
FGeometry MyGeometry, |
Called after a key (keyboard, controller, ...) is released when this widget has focus | Blueprint/UserWidget.h |
|
FEventReply OnMotionDetected
(
FGeometry MyGeometry, |
Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller. | Blueprint/UserWidget.h |
|
FEventReply OnMouseButtonDoubleClick
(
FGeometry InMyGeometry, |
Called when a mouse button is double clicked. Override this in derived classes. | Blueprint/UserWidget.h |
|
FEventReply OnMouseButtonDown
(
FGeometry MyGeometry, |
The system calls this method to notify the widget that a mouse button was pressed within it. | Blueprint/UserWidget.h |
|
FEventReply OnMouseButtonUp
(
FGeometry MyGeometry, |
The system calls this method to notify the widget that a mouse button was release within it. | Blueprint/UserWidget.h |
|
void OnMouseCaptureLost() |
Called when mouse capture is lost if it was owned by this widget. | Blueprint/UserWidget.h |
|
void OnMouseEnter
(
FGeometry MyGeometry, |
The system will use this event to notify a widget that the cursor has entered it. | Blueprint/UserWidget.h |
|
void OnMouseLeave
(
const FPointerEvent& MouseEvent |
The system will use this event to notify a widget that the cursor has left it. | Blueprint/UserWidget.h |
|
FEventReply OnMouseMove
(
FGeometry MyGeometry, |
The system calls this method to notify the widget that a mouse moved within it. | Blueprint/UserWidget.h |
|
FEventReply OnMouseWheel
(
FGeometry MyGeometry, |
Called when the mouse wheel is spun. This event is bubbled. | Blueprint/UserWidget.h |
|
void OnPaint
(
FPaintContext& Context |
Blueprint/UserWidget.h |
|
|
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. | Blueprint/UserWidget.h |
|
FEventReply OnPreviewMouseButtonDown
(
FGeometry MyGeometry, |
Just like OnMouseButtonDown, but tunnels instead of bubbling. | Blueprint/UserWidget.h |
|
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. | Blueprint/UserWidget.h |
|
FEventReply OnTouchEnded
(
FGeometry MyGeometry, |
Called when a touchpad touch is ended (finger lifted) | Blueprint/UserWidget.h |
|
FEventReply OnTouchFirstMove
(
FGeometry MyGeometry, |
Called when a touchpad touch is first moved (initial finger movement) | Blueprint/UserWidget.h |
|
FEventReply OnTouchForceChanged
(
FGeometry MyGeometry, |
Called when a touchpad force has changed (user pressed down harder or let up) | Blueprint/UserWidget.h |
|
FEventReply OnTouchGesture
(
FGeometry MyGeometry, |
Called when the user performs a gesture on trackpad. This event is bubbled. | Blueprint/UserWidget.h |
|
FEventReply OnTouchMoved
(
FGeometry MyGeometry, |
Called when a touchpad touch is moved (finger moved) | Blueprint/UserWidget.h |
|
FEventReply OnTouchStarted
(
FGeometry MyGeometry, |
Called when a touchpad touch is started (finger down) | Blueprint/UserWidget.h |
|
float PauseAnimation
(
const UWidgetAnimation* InAnimation |
Pauses an already running animation in this widget | Blueprint/UserWidget.h |
|
FWidgetAnimationHandle PlayAnimation
(
UWidgetAnimation* InAnimation, |
Plays an animation in this widget a specified number of times | Blueprint/UserWidget.h |
|
FWidgetAnimationHandle PlayAnimationForward
(
UWidgetAnimation* InAnimation, |
Plays an animation on this widget relative to it's current state forward. | Blueprint/UserWidget.h |
|
FWidgetAnimationHandle PlayAnimationReverse
(
UWidgetAnimation* InAnimation, |
Plays an animation on this widget relative to it's current state in reverse. | Blueprint/UserWidget.h |
|
FWidgetAnimationHandle PlayAnimationTimeRange
(
UWidgetAnimation* InAnimation, |
Plays an animation in this widget a specified number of times stopping at a specified time | Blueprint/UserWidget.h |
|
void PlaySound
(
USoundBase* SoundToPlay |
Plays a sound through the UI | Blueprint/UserWidget.h |
|
void PreConstruct
(
bool IsDesignTime |
Called by both the game and the editor. | Blueprint/UserWidget.h |
|
float QueuePauseAnimation
(
const UWidgetAnimation* InAnimation |
Pauses an already running animation in this widget | Blueprint/UserWidget.h |
|
void QueuePlayAnimation
(
UWidgetAnimation* InAnimation, |
Plays an animation in this widget a specified number of times | Blueprint/UserWidget.h |
|
void QueuePlayAnimationForward
(
UWidgetAnimation* InAnimation, |
Plays an animation on this widget relative to it's current state forward. | Blueprint/UserWidget.h |
|
void QueuePlayAnimationReverse
(
UWidgetAnimation* InAnimation, |
Plays an animation on this widget relative to it's current state in reverse. | Blueprint/UserWidget.h |
|
void QueuePlayAnimationTimeRange
(
UWidgetAnimation* InAnimation, |
Plays an animation in this widget a specified number of times stopping at a specified time | Blueprint/UserWidget.h |
|
void QueueStopAllAnimations() |
Stop All actively running animations. | Blueprint/UserWidget.h |
|
void QueueStopAnimation
(
const UWidgetAnimation* InAnimation |
Stops an already running animation in this widget | Blueprint/UserWidget.h |
|
void RemoveExtension
(
UUserWidgetExtension* InExtension |
Remove the extension. | Blueprint/UserWidget.h |
|
void RemoveExtensions
(
TSubclassOf< UUserWidgetExtension > InExtensionType |
Remove all extensions of the requested type. | Blueprint/UserWidget.h |
|
void RemoveExtensions () |
Remove all extensions of the requested type. | Blueprint/UserWidget.h | |
void RemoveFromViewport() |
Removes the widget from the viewport. | Blueprint/UserWidget.h |
|
void ReverseAnimation
(
const UWidgetAnimation* InAnimation |
If an animation is playing, this function will reverse the playback. | Blueprint/UserWidget.h |
|
void SetAlignmentInViewport
(
FVector2D Alignment |
Blueprint/UserWidget.h |
|
|
void SetAnchorsInViewport
(
FAnchors Anchors |
Blueprint/UserWidget.h |
|
|
void SetAnimationCurrentTime
(
const UWidgetAnimation* InAnimation, |
Sets the current time of the animation in this widget. Does not change state. | Blueprint/UserWidget.h |
|
void SetColorAndOpacity
(
FLinearColor InColorAndOpacity |
Sets the tint of the widget, this affects all child widgets. | Blueprint/UserWidget.h |
|
bool SetDesiredFocusWidget
(
FName WidgetName |
Sets the child Widget that should receive focus when this UserWidget gets focus using it's name. | Blueprint/UserWidget.h | |
bool SetDesiredFocusWidget
(
UWidget* Widget |
Sets the child Widget that should receive focus when this UserWidget gets focus. | Blueprint/UserWidget.h |
|
void SetDesiredSizeInViewport
(
FVector2D Size |
Blueprint/UserWidget.h |
|
|
void SetForegroundColor
(
FSlateColor InForegroundColor |
Sets the foreground color of the widget, this is inherited by sub widgets. | Blueprint/UserWidget.h |
|
void SetIsFocusable
(
bool InIsFocusable |
Blueprint/UserWidget.h | ||
void SetNumLoopsToPlay
(
const UWidgetAnimation* InAnimation, |
Changes the number of loops to play given a playing animation | Blueprint/UserWidget.h |
|
void SetOwningLocalPlayer
(
ULocalPlayer* LocalPlayer |
Sets the player associated with this UI via LocalPlayer reference. | Blueprint/UserWidget.h | |
void SetOwningPlayer
(
APlayerController* LocalPlayerController |
Sets the local player associated with this UI via PlayerController reference. | Blueprint/UserWidget.h |
|
void SetPadding
(
FMargin InPadding |
Sets the padding for the user widget, putting a larger gap between the widget border and it's root widget. | Blueprint/UserWidget.h |
|
void SetPlaybackSpeed
(
const UWidgetAnimation* InAnimation, |
Changes the playback rate of a playing animation | Blueprint/UserWidget.h |
|
void SetPlayerContext
(
const FLocalPlayerContext& InPlayerContext |
Sets the player context associated with this UI. | Blueprint/UserWidget.h | |
void SetPositionInViewport
(
FVector2D Position, |
Sets the widgets position in the viewport. | Blueprint/UserWidget.h |
|
void StopAllAnimations() |
Stop All actively running animations. | Blueprint/UserWidget.h |
|
void StopAnimation
(
const UWidgetAnimation* InAnimation |
Stops an already running animation in this widget | Blueprint/UserWidget.h |
|
void StopAnimationsAndLatentActions() |
Cancels any pending Delays or timer callbacks for this widget, and stops all active animations on the widget. | Blueprint/UserWidget.h |
|
void Tick
(
FGeometry MyGeometry, |
Ticks this widget. Override in derived classes, but always call the parent implementation. | Blueprint/UserWidget.h |
|
void UnbindAllFromAnimationFinished
(
UWidgetAnimation* Animation |
Blueprint/UserWidget.h |
|
|
void UnbindAllFromAnimationStarted
(
UWidgetAnimation* Animation |
Blueprint/UserWidget.h |
|
|
void UnbindFromAnimationFinished
(
UWidgetAnimation* Animation, |
Unbind an animation finished delegate. | Blueprint/UserWidget.h |
|
void UnbindFromAnimationStarted
(
UWidgetAnimation* Animation, |
Unbind an animation started delegate. | Blueprint/UserWidget.h |
|
void UpdateBindingForSlot
(
FName SlotName |
Update the binding for this namedslot if the name is not found but GUID is matched. | Blueprint/UserWidget.h | |
void UpdateCanTick() |
Blueprint/UserWidget.h | ||
void ValidateBlueprint
(
const UWidgetTree& BlueprintWidgetTree, |
Final step of Widget Blueprint compilation. | Blueprint/UserWidget.h | |
virtual void ValidateCompiledWidgetTree
(
const UWidgetTree& BlueprintWidgetTree, |
Override to perform any custom inspections of the default widget tree at the end of compilation. | Blueprint/UserWidget.h |
Overridden from UWidget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual T * GetOwningLocalPlayer () |
Gets the local player associated with this UI cast to the template type. | Blueprint/UserWidget.h | |
virtual ULocalPlayer * GetOwningLocalPlayer () |
Gets the local player associated with this UI. | Blueprint/UserWidget.h | |
virtual APlayerController * GetOwningPlayer () |
Gets the player controller associated with this UI. | Blueprint/UserWidget.h | |
virtual T * GetOwningPlayer () |
Gets the player controller associated with this UI cast to the template type. | Blueprint/UserWidget.h | |
virtual const FText GetPaletteCategory() |
Gets the palette category of the widget | Blueprint/UserWidget.h | |
virtual UWorld * GetWorld() |
Blueprint/UserWidget.h | ||
virtual void OnDesignerChanged
(
const FDesignerChangedEventArgs& EventArgs |
Blueprint/UserWidget.h | ||
virtual void SetDesignerFlags
(
EWidgetDesignFlags NewFlags |
Sets the designer flags on the widget. | Blueprint/UserWidget.h | |
virtual void SetVisibility
(
ESlateVisibility InVisibility |
Sets the visibility of the widget. | Blueprint/UserWidget.h | |
virtual void SynchronizeProperties () |
Applies all properties to the native widget if possible. | Blueprint/UserWidget.h |
Overridden from UVisual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ReleaseSlateResources
(
bool bReleaseChildren |
Blueprint/UserWidget.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Blueprint/UserWidget.h | ||
virtual bool IsAsset() |
Blueprint/UserWidget.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
Blueprint/UserWidget.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Blueprint/UserWidget.h | ||
virtual void PostLoad() |
Blueprint/UserWidget.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Blueprint/UserWidget.h |
Overridden from INamedSlotInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Gets the widget for a given slot by name, will return nullptr if no widget is in the slot. | Blueprint/UserWidget.h | ||
| Gets the names for slots that we can store widgets into. | Blueprint/UserWidget.h | ||
| Sets the widget for a given slot by name. | Blueprint/UserWidget.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BroadcastAnimationStateChange
(
const UUMGSequencePlayer& Player, |
Broadcast any events based on a state transition for the sequence player, started, finished...etc. | Blueprint/UserWidget.h | |
void ConditionalTearDownAnimations() |
Blueprint/UserWidget.h | ||
virtual void CreateInputComponent () |
Spawns the InputComponent and binds any script delegates if bAutomaticallyRegisterInputOnConstruction is true. | Blueprint/UserWidget.h | |
virtual void DestroyInputComponent() |
Unbinds all script delegates that this widget has bound to on its input component, removes it from the input stack, and deletes the actual input component object. | Blueprint/UserWidget.h | |
void DisableAnimations() |
Blueprint/UserWidget.h | ||
void ExecuteQueuedAnimationTransitions() |
Blueprint/UserWidget.h | ||
TSharedPtr< const FWidgetAnimationState > GetAnimationState
(
const UWidgetAnimation* InAnimation |
Blueprint/UserWidget.h | ||
TSharedPtr< FWidgetAnimationState > GetAnimationState
(
const UWidgetAnimation* InAnimation |
Blueprint/UserWidget.h | ||
FMargin GetFullScreenOffset() |
Blueprint/UserWidget.h | ||
virtual ERequiresLegacyPlayer GetLegacyPlayerRequirement() |
Returns whether this widget needs a legacy player. | Blueprint/UserWidget.h | |
FVector2D GetMinimumDesiredSize() |
Blueprint/UserWidget.h | ||
TSharedPtr< FWidgetAnimationState > GetOrAddAnimationState
(
UWidgetAnimation* InAnimation |
Blueprint/UserWidget.h | ||
void HandleOwningLocalPlayerControllerChanged
(
APlayerController* NewPlayerController |
A callback bound to this widget's owning local player which will fire when the player controller has changed. | Blueprint/UserWidget.h | |
virtual void InitializeInputComponent() |
Blueprint/UserWidget.h | ||
void InitializeNamedSlots() |
Blueprint/UserWidget.h | ||
virtual void InitializeNativeClassData() |
The function is implemented only in nativized widgets (automatically converted from BP to c++) | Blueprint/UserWidget.h | |
void Invalidate
(
EInvalidateWidgetReason InvalidateReason |
Blueprint/UserWidget.h | ||
bool IsListeningForInputAction
(
FName ActionName |
Checks if the action has a registered callback with the input component. | Blueprint/UserWidget.h |
|
FLinearColor K2_Gate_ColorAndOpacity() |
Blueprint/UserWidget.h | ||
FSlateColor K2_Gate_ForegroundColor() |
Blueprint/UserWidget.h | ||
void ListenForInputAction
(
FName ActionName, |
Listens for a particular Player Input Action by name. | Blueprint/UserWidget.h |
|
virtual void NativeConstruct() |
Blueprint/UserWidget.h | ||
virtual void NativeDestruct() |
Blueprint/UserWidget.h | ||
virtual bool NativeIsInteractable() |
Blueprint/UserWidget.h | ||
virtual void NativeOnAddedToFocusPath
(
const FFocusEvent& InFocusEvent |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnAnalogValueChanged
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FCursorReply NativeOnCursorQuery
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual void NativeOnDragCancelled
(
const FDragDropEvent& InDragDropEvent, |
Blueprint/UserWidget.h | ||
virtual void NativeOnDragDetected
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual void NativeOnDragEnter
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual void NativeOnDragLeave
(
const FDragDropEvent& InDragDropEvent, |
Blueprint/UserWidget.h | ||
virtual bool NativeOnDragOver
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual bool NativeOnDrop
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual void NativeOnFinishedPointerInput() |
Blueprint/UserWidget.h | ||
virtual void NativeOnFocusChanging
(
const FWeakWidgetPath& PreviousFocusPath, |
Blueprint/UserWidget.h | ||
virtual void NativeOnFocusLost
(
const FFocusEvent& InFocusEvent |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnFocusReceived
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual void NativeOnInitialized() |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnKeyChar
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
| Blueprint/UserWidget.h | |||
| Blueprint/UserWidget.h | |||
virtual FReply NativeOnMotionDetected
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnMouseButtonDoubleClick
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnMouseButtonDown
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnMouseButtonUp
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual void NativeOnMouseCaptureLost
(
const FCaptureLostEvent& CaptureLostEvent |
Blueprint/UserWidget.h | ||
virtual void NativeOnMouseEnter
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual void NativeOnMouseLeave
(
const FPointerEvent& InMouseEvent |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnMouseMove
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnMouseWheel
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FNavigationReply NativeOnNavigation
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FNavigationReply NativeOnNavigation
(
const FGeometry& MyGeometry, |
Blueprint/UserWidget.h | ||
| Blueprint/UserWidget.h | |||
virtual FReply NativeOnPreviewMouseButtonDown
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual void NativeOnRemovedFromFocusPath
(
const FFocusEvent& InFocusEvent |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnTouchEnded
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnTouchFirstMove
(
const FGeometry& MyGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnTouchForceChanged
(
const FGeometry& MyGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnTouchGesture
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnTouchMoved
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual FReply NativeOnTouchStarted
(
const FGeometry& InGeometry, |
Blueprint/UserWidget.h | ||
virtual int32 NativePaint
(
const FPaintArgs& Args, |
Native implemented paint function for the Widget Returns the maximum LayerID painted on | Blueprint/UserWidget.h | |
virtual void NativePreConstruct() |
Blueprint/UserWidget.h | ||
virtual bool NativeSupportsCustomNavigation() |
Blueprint/UserWidget.h | ||
virtual bool NativeSupportsKeyboardFocus() |
Blueprint/UserWidget.h | ||
virtual void NativeTick
(
const FGeometry& MyGeometry, |
Blueprint/UserWidget.h | ||
void OnAnimationFinished
(
const UWidgetAnimation* Animation |
Called when an animation has either played all the way through or is stopped | Blueprint/UserWidget.h |
|
virtual void OnAnimationFinished_Implementation
(
const UWidgetAnimation* Animation |
Blueprint/UserWidget.h | ||
FOnWidgetAnimationEvent & OnAnimationFinishedPlaying () |
Called when a sequence player is finished playing an animation | Blueprint/UserWidget.h | |
virtual void OnAnimationFinishedPlaying
(
UUMGSequencePlayer& Player |
Blueprint/UserWidget.h | ||
void OnAnimationStarted
(
const UWidgetAnimation* Animation |
Called when an animation is started. | Blueprint/UserWidget.h |
|
virtual void OnAnimationStarted_Implementation
(
const UWidgetAnimation* Animation |
Blueprint/UserWidget.h | ||
virtual void OnAnimationStartedPlaying
(
UUMGSequencePlayer& Player |
Blueprint/UserWidget.h | ||
FOnWidgetAnimationEvent & OnAnimationStartedPlaying () |
Called when a sequence player is finished playing an animation | Blueprint/UserWidget.h | |
void OnInputAction
(
FOnInputAction Callback |
Blueprint/UserWidget.h | ||
void PostTickActionsAndAnimation
(
float InDeltaTime |
Blueprint/UserWidget.h | ||
void RegisterInputComponent () |
ListenForInputAction will automatically Register an Input Component with the player input system. | Blueprint/UserWidget.h |
|
| Blueprint/UserWidget.h | |||
void SetInputActionBlocking
(
bool bShouldBlock |
Blueprint/UserWidget.h |
|
|
void SetInputActionPriority
(
int32 NewPriority |
Blueprint/UserWidget.h |
|
|
void SetMinimumDesiredSize
(
FVector2D InMinimumDesiredSize |
Blueprint/UserWidget.h | ||
void StartListeningForPlayerControllerChanges() |
Blueprint/UserWidget.h | ||
virtual void StartProcessingInputScriptDelegates() |
Pushes the input component to the input stack and allows for any script delegates on this widget to get called. | Blueprint/UserWidget.h | |
void StopListeningForAllInputActions() |
Stops listening to all input actions, and unregisters the input component with the player controller. | Blueprint/UserWidget.h |
|
void StopListeningForInputAction
(
FName ActionName, |
Removes the binding for a particular action's callback. | Blueprint/UserWidget.h |
|
void StopListeningForPlayerControllerChanges() |
Blueprint/UserWidget.h | ||
virtual void StopProcessingInputScriptDelegates () |
Removes this widget's input component from the input stack, stopping any script delegates from being called. | Blueprint/UserWidget.h | |
void TearDownAnimations() |
Blueprint/UserWidget.h | ||
void TickActionsAndAnimation
(
float InDeltaTime |
Ticks the active sequences and latent actions that have been scheduled for this Widget. | Blueprint/UserWidget.h | |
void UnregisterInputComponent () |
StopListeningForAllInputActions will automatically Register an Input Component with the player input system. | Blueprint/UserWidget.h |
|
Overridden from UWidget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnWidgetRebuilt() |
Function called after the underlying SWidget is constructed. | Blueprint/UserWidget.h | |
virtual TSharedRef< SWidget > RebuildWidget() |
Function implemented by all subclasses of UWidget is called when the underlying SWidget needs to be constructed. | Blueprint/UserWidget.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Blueprint/UserWidget.h | ||
static UUserWidget * CreateInstanceInternal
(
UObject* Outer, |
Blueprint/UserWidget.h | ||
static UUserWidget * CreateWidgetInstance
(
UWidget& OwningWidget, |
Blueprint/UserWidget.h | ||
static UUserWidget * CreateWidgetInstance
(
UWidgetTree& OwningWidgetTree, |
Blueprint/UserWidget.h | ||
static UUserWidget * CreateWidgetInstance
(
APlayerController& OwnerPC, |
Blueprint/UserWidget.h | ||
static UUserWidget * CreateWidgetInstance
(
UGameInstance& GameInstance, |
Blueprint/UserWidget.h | ||
static UUserWidget * CreateWidgetInstance
(
UWorld& World, |
Blueprint/UserWidget.h | ||
static uint32 & GetInitializingFromWidgetTree() |
Blueprint/UserWidget.h | ||
static void OnLatentActionsChanged
(
UObject* ObjectWhichChanged, |
Blueprint/UserWidget.h |