unreal.RetainerBox

class unreal.RetainerBox(outer=None, name='None')

Bases: unreal.ContentWidget

The Retainer Box renders children widgets to a render target first before later rendering that render target to the screen. This allows both frequency and phase to be controlled so that the UI can actually render less often than the frequency of the main game render. It also has the side benefit of allow materials to be applied to the render target after drawing the widgets to apply a simple post process.

  • Single Child

  • Caching / Performance

C++ Source:

  • Module: UMG

  • File: RetainerBox.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 widget

  • effect_material (MaterialInterface): [Read-Write] The effect to optionally apply to the render target. We will set the texture sampler based on the name set in the TextureParameter: property. If you want to adjust transparency of the final image, make sure you set Blend Mode to AlphaComposite (Pre-Multiplied Alpha) and make sure to multiply the alpha you’re apply across the surface to the color and the alpha of the render target, otherwise you won’t see the expected color.

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

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

  • 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.

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

  • override_cursor (bool): [Read-Write] Override Cursor

  • phase (int32): [Read-Write] The Phase this widget will draw on.

    If the Phase is 0, and the PhaseCount is 1, the widget will be drawn fresh every frame. If the Phase were 0, and the PhaseCount were 2, this retainer would draw a fresh frame every other frame. So in a 60Hz game, the UI would render at 30Hz.

  • phase_count (int32): [Read-Write] The PhaseCount controls how many phases are possible know what to modulus the current frame count by to determine if this is the current frame to draw the widget on.

    If the Phase is 0, and the PhaseCount is 1, the widget will be drawn fresh every frame. If the Phase were 0, and the PhaseCount were 2, this retainer would draw a fresh frame every other frame. So in a 60Hz game, the UI would render at 30Hz.

  • render_on_invalidation (bool): [Read-Write] Should this widget redraw the contents it has every time it receives an invalidation request from it’s children, similar to the invalidation panel.

  • render_on_phase (bool): [Read-Write] Should this widget redraw the contents it has every time the phase occurs.

  • 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.

  • retain_render (bool): [Read-Write] Retain Render

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

  • texture_parameter (Name): [Read-Write] The texture sampler parameter of the EffectMaterial,: that we’ll set to the render target.

  • 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 effect_material

[Read-Only] The effect to optionally apply to the render target. We will set the texture sampler based on the name set in the TextureParameter: property. If you want to adjust transparency of the final image, make sure you set Blend Mode to AlphaComposite (Pre-Multiplied Alpha) and make sure to multiply the alpha you’re apply across the surface to the color and the alpha of the render target, otherwise you won’t see the expected color.

Type

(MaterialInterface)

get_effect_material()MaterialInstanceDynamic

Get the current dynamic effect material applied to the retainer box.

Returns

Return type

MaterialInstanceDynamic

property phase

[Read-Only] The Phase this widget will draw on.

If the Phase is 0, and the PhaseCount is 1, the widget will be drawn fresh every frame. If the Phase were 0, and the PhaseCount were 2, this retainer would draw a fresh frame every other frame. So in a 60Hz game, the UI would render at 30Hz.

Type

(int32)

property phase_count

[Read-Only] The PhaseCount controls how many phases are possible know what to modulus the current frame count by to determine if this is the current frame to draw the widget on.

If the Phase is 0, and the PhaseCount is 1, the widget will be drawn fresh every frame. If the Phase were 0, and the PhaseCount were 2, this retainer would draw a fresh frame every other frame. So in a 60Hz game, the UI would render at 30Hz.

Type

(int32)

property render_on_invalidation

[Read-Only] Should this widget redraw the contents it has every time it receives an invalidation request from it’s children, similar to the invalidation panel.

Type

(bool)

property render_on_phase

[Read-Only] Should this widget redraw the contents it has every time the phase occurs.

Type

(bool)

request_render()None

Requests the retainer redrawn the contents it has.

set_effect_material(effect_material)None

Set a new effect material to the retainer widget.

Parameters

effect_material (MaterialInterface) –

set_rendering_phase(render_phase, total_phases)None

Requests the retainer redrawn the contents it has.

Parameters
  • render_phase (int32) –

  • total_phases (int32) –

set_retain_rendering(retain_rendering)None

Set the flag for if we retain the render or pass-through

Parameters

retain_rendering (bool) –

set_texture_parameter(texture_parameter)None

Sets the name of the texture parameter to set the render target to on the material.

Parameters

texture_parameter (Name) –

property texture_parameter

[Read-Only] The texture sampler parameter of the EffectMaterial,: that we’ll set to the render target.

Type

(Name)