unreal.EditorUtilityDialogWidget

class unreal.EditorUtilityDialogWidget(outer: Object | None = None, name: Name | str = 'None')

Bases: EditorUtilityWidget

Base class for Editor Utility Widgets that are designed to be shown in modal or non-modal dialog windows. Subclass this in Blueprint to create custom dialog content.

Unlike regular Editor Utility Widgets (which live in dockable tabs), dialog widgets are shown in standalone windows with a standard button bar (OK, Cancel, Yes/No, etc.).

The caller receives this widget instance after the dialog closes, so you can expose UPROPERTY fields that the caller reads back to get user-entered data.

C++ Source:

  • Module: Blutility

  • File: EditorUtilityDialogWidget.h

Editor Properties: (see get_editor_property/set_editor_property)

  • accessible_behavior (SlateAccessibleBehavior): [Read-Write] Whether or not the widget is accessible, and how to describe it. If set to custom, additional customization options will appear.

  • accessible_summary_behavior (SlateAccessibleBehavior): [Read-Write] How to describe this widget when it’s being presented through a summary of a parent widget. If set to custom, additional customization options will appear.

  • accessible_summary_text (Text): [Read-Write] When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget.

  • accessible_text (Text): [Read-Write] When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget.

  • always_reregister_with_windows_menu (bool): [Read-Write] Should this widget always be re-added to the windows menu once it’s opened

  • auto_run_default_action (bool): [Read-Write] Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons

  • button_layout (AppMsgType): [Read-Write] Which standard buttons appear at the bottom of the dialog (Ok, OkCancel, YesNo, etc.).

  • can_children_be_accessible (bool): [Read-Write] Whether or not children of this widget can appear as distinct accessible widgets.

  • clipping (WidgetClipping): [Read-Write] Controls how the clipping behavior of this widget. Normally content that overflows the bounds of the widget continues rendering. Enabling clipping prevents that overflowing content from being seen.

    NOTE: Elements in different clipping spaces can not be batched together, and so there is a performance cost to clipping. Do not enable clipping unless a panel actually needs to prevent content from showing up outside its bounds.

  • color_and_opacity (LinearColor): [Read-Write] The color and opacity of this widget. Tints all child widgets.

  • cursor (MouseCursor): [Read-Write] The cursor to show when the mouse is over the widget

  • desired_dialog_size (Vector2D): [Read-Write] Default window size in pixels (Width, Height). Set to (0, 0) to auto-size to content.

  • desired_focus_widget (WidgetChild): [Read-Write]

  • dialog_title (Text): [Read-Write] The title shown in the modal window’s title bar. Can be overridden by the caller when showing the dialog.

  • flow_direction_preference (FlowDirectionPreference): [Read-Write] Allows you to set a new flow direction

  • foreground_color (SlateColor): [Read-Write] The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.

  • help_text (str): [Read-Write]

  • is_enabled (bool): [Read-Write] Sets whether this widget can be modified interactively by the user

  • is_focusable (bool): [Read-Write] Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.

  • is_volatile (bool): [Read-Write] If true prevents the widget or its child’s geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything.

  • navigation (WidgetNavigation): [Read-Write] The navigation object for this widget is optionally created if the user has configured custom navigation rules for this widget in the widget designer. Those rules determine how navigation transitions can occur between widgets.

  • on_visibility_changed (OnVisibilityChangedEvent): [Read-Write] Called when the visibility has changed

  • override_accessible_defaults (bool): [Read-Write] Override all of the default accessibility behavior and text for this widget.

  • override_cursor (bool): [Read-Write]

  • padding (Margin): [Read-Write] The padding area around the content.

  • pixel_snapping (WidgetPixelSnapping): [Read-Write] If the widget will draw snapped to the nearest pixel. Improves clarity but might cause visibile stepping in animation

  • preview_background (Texture2D): [Read-Write] A preview background that you can use when designing the UI to get a sense of scale on the screen. Use a texture with a screenshot of your game in it, for example if you were designing a HUD.

  • priority (int32): [Read-Write]

  • render_opacity (float): [Read-Write] The opacity of the widget

  • render_transform (WidgetTransform): [Read-Write] The render transform of the widget allows for arbitrary 2D transforms to be applied to the widget.

  • render_transform_pivot (Vector2D): [Read-Write] The render transform pivot controls the location about which transforms are applied. This value is a normalized coordinate about which things like rotations will occur.

  • run_editor_utility_on_startup (bool): [Read-Write] Run this editor utility on start-up (after asset discovery)?

  • slot (PanelSlot): [Read-Write] The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget.

  • stop_action (bool): [Read-Write]

  • tab_display_name (Text): [Read-Write] The display name for tabs spawned with this widget

  • tick_frequency (WidgetTickFrequency): [Read-Write] This widget is allowed to tick. If this is unchecked tick will never be called, animations will not play correctly, and latent actions will not execute. Uncheck this for performance reasons only

  • tool_tip_text (Text): [Read-Write] Tooltip text to show when the user hovers over the widget with the mouse

  • tool_tip_widget (Widget): [Read-Only] Tooltip widget to show when the user hovers over the widget with the mouse

  • visibility (SlateVisibility): [Read-Write] The visibility of the widget

property button_layout: AppMsgType

[Read-Write] Which standard buttons appear at the bottom of the dialog (Ok, OkCancel, YesNo, etc.).

Type:

(AppMsgType)

close_dialog(result) None

Programmatically close this dialog with a specific result.

Parameters:

result (AppReturnType)

property desired_dialog_size: Vector2D

[Read-Write] Default window size in pixels (Width, Height). Set to (0, 0) to auto-size to content.

Type:

(Vector2D)

property dialog_title: Text

[Read-Write] The title shown in the modal window’s title bar. Can be overridden by the caller when showing the dialog.

Type:

(Text)

on_dialog_button_pressed(result) None

Called for ANY button press. Catch-all alternative to OnDialogConfirmed/OnDialogCancelled.

Parameters:

result (AppReturnType)

on_dialog_cancelled() None

Called when the user presses Cancel, No, or closes via the X button. Fires before close.

on_dialog_confirmed() None

Called when the user presses a positive button (OK, Yes, etc.). Fires before close.

on_dialog_opened() None

Called after the widget is created, before the dialog becomes visible. Initialize state here.