unreal.MenuAnchor¶
- class unreal.MenuAnchor(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ContentWidgetThe Menu Anchor allows you to specify an location that a popup menu should be anchored to, and should be summoned from. * Single Child * Popup
C++ Source:
Module: UMG
File: MenuAnchor.h
Editor Properties: (see get_editor_property/set_editor_property)
accessible_behavior(SlateAccessibleBehavior): [Read-Write] Accessible Behavior: 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] Accessible Summary Behavior: 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] Accessible Summary Text: When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget.accessible_text(Text): [Read-Write] Accessible Text: When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget.can_children_be_accessible(bool): [Read-Write] Can Children be Accessible: Whether or not children of this widget can appear as distinct accessible widgets.clipping(WidgetClipping): [Read-Write] Clippingcursor(MouseCursor): [Read-Write] Cursorflow_direction_preference(FlowDirectionPreference): [Read-Write] Flow Direction Preferenceis_enabled(bool): [Read-Write] Is Enabledis_volatile(bool): [Read-Write] Is Volatile: 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.menu_class(type(Class)): [Read-Write] Menu Class: The widget class to spawn when the menu is required. Creates the widget freshly each time. If you want to customize the creation of the popup, you should bind a function to OnGetMenuContentEvent instead.navigation(WidgetNavigation): [Read-Write] Navigation: 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_get_menu_content_event(GetWidget): [Read-Write] On Get Menu Content Eventon_get_user_menu_content_event(GetUserWidget): [Read-Write] On Get User Menu Content Event: Called when the menu content is requested to allow a more customized handling over what to displayon_menu_open_changed(OnMenuOpenChangedEvent): [Read-Write] On Menu Open Changed: Called when the opened state of the menu changesoverride_accessible_defaults(bool): [Read-Write] Override Accessible Defaults: Override all of the default accessibility behavior and text for this widget.override_cursor(bool): [Read-Write] Override Cursorplacement(MenuPlacement): [Read-Write] Placement: The placement location of the summoned widget.render_opacity(float): [Read-Write] Render Opacityrender_transform(WidgetTransform): [Read-Write] Render Transformrender_transform_pivot(Vector2D): [Read-Write] Render Transform Pivotshould_defer_painting_after_window_content(bool): [Read-Write] Should Defer Painting After Window Contentshould_fit_in_window(bool): [Read-Write] Fit in Window: Should the menu anchor attempt to fit the menu inside the window.slot(PanelSlot): [Read-Write] Slot: The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget.tool_tip_text(Text): [Read-Write] Tool Tip Texttool_tip_widget(Widget): [Read-Only] Tool Tip Widgetuse_application_menu_stack(bool): [Read-Write] Use Application Menu Stack: Does this menu behave like a normal stacked menu? Set it to false to control the menu’s lifetime yourself.visibility(SlateVisibility): [Read-Write] Visibility
- property menu_class: Class¶
[Read-Only] Menu Class: The widget class to spawn when the menu is required. Creates the widget freshly each time. If you want to customize the creation of the popup, you should bind a function to OnGetMenuContentEvent instead.
- property on_menu_open_changed: OnMenuOpenChangedEvent¶
[Read-Write] On Menu Open Changed: Called when the opened state of the menu changes
- Type:
- property placement: MenuPlacement¶
[Read-Only] Placement: The placement location of the summoned widget.
- Type:
- set_placement(placement) → None¶
TODO UMG Add Set MenuClass
- Parameters:
placement (MenuPlacement) –
- property should_defer_painting_after_window_content: bool¶
[Read-Only] Should Defer Painting After Window Content
- Type:
(bool)
- property should_fit_in_window: bool¶
[Read-Only] Fit in Window: Should the menu anchor attempt to fit the menu inside the window.
- Type:
(bool)
- should_open_due_to_click() → bool¶
Returns true if we should open the menu due to a click. Sometimes we should not, if the same MouseDownEvent that just closed the menu is about to re-open it because it happens to land on the button.
- Return type: