unreal.MenuAnchor
¶
- class unreal.MenuAnchor(outer=None, name='None')¶
Bases:
unreal.ContentWidget
The 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] 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.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.
cursor
(MouseCursor): [Read-Write] The cursor to show when the mouse is over the widgetflow_direction_preference
(FlowDirectionPreference): [Read-Write] Allows you to set a new flow directionis_enabled
(bool): [Read-Write] Sets whether this widget can be modified interactively by the useris_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.menu_class
(type(Class)): [Read-Write] 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] 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] Called when the menu content is requested to allow a more customized handling over what to displayon_menu_open_changed
(OnMenuOpenChangedEvent): [Read-Write] Called when the opened state of the menu changesoverride_accessible_defaults
(bool): [Read-Write] Override all of the default accessibility behavior and text for this widget.override_cursor
(bool): [Read-Write] Override Cursorplacement
(MenuPlacement): [Read-Write] The placement location of the summoned widget.render_opacity
(float): [Read-Write] The opacity of the widgetrender_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.should_defer_painting_after_window_content
(bool): [Read-Write] Should Defer Painting After Window Contentshould_fit_in_window
(bool): [Read-Write] Should the menu anchor attempt to fit the menu inside the window.slot
(PanelSlot): [Read-Write] The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget.tool_tip_text
(Text): [Read-Write] Tooltip text to show when the user hovers over the widget with the mousetool_tip_widget
(Widget): [Read-Only] Tooltip widget to show when the user hovers over the widget with the mouseuse_application_menu_stack
(bool): [Read-Write] Does this menu behave like a normal stacked menu? Set it to false to control the menu’s lifetime yourself.visibility
(SlateVisibility): [Read-Write] The visibility of the widget
- property menu_class¶
[Read-Only] 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¶
[Read-Write] Called when the opened state of the menu changes
- Type
- property placement¶
[Read-Only] 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¶
[Read-Only] Should Defer Painting After Window Content
- Type
(bool)
- property should_fit_in_window¶
[Read-Only] 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.
- Returns
- Return type