unreal.UserWidget
¶
- class unreal.UserWidget(outer=None, name='None')¶
Bases:
unreal.Widget
The user widget is extensible by users through the WidgetBlueprint.
C++ Source:
Module: UMG
File: UserWidget.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.
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 widgetflow_direction_preference
(FlowDirectionPreference): [Read-Write] Allows you to set a new flow directionforeground_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.is_enabled
(bool): [Read-Write] Sets whether this widget can be modified interactively by the useris_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 changedoverride_accessible_defaults
(bool): [Read-Write] Override all of the default accessibility behavior and text for this widget.override_cursor
(bool): [Read-Write] Override Cursorpadding
(Margin): [Read-Write] The padding area around the content.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] Priorityrender_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.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] Stop Actiontick_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 onlytool_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 mousevisibility
(SlateVisibility): [Read-Write] The visibility of the widget
- add_to_player_screen(z_order=0) → bool¶
Adds the widget to the game’s viewport in a section dedicated to the player. This is valuable in a split screen game where you need to only show a widget over a player’s portion of the viewport.
- Parameters
z_order (int32) – The higher the number, the more on top this widget will be.
- Returns
- Return type
- add_to_viewport(z_order=0) → None¶
Adds it to the game’s viewport and fills the entire screen, unless SetDesiredSizeInViewport is called to explicitly set the size.
- Parameters
z_order (int32) – The higher the number, the more on top this widget will be.
- bind_to_animation_event(animation, delegate, animation_event, user_tag='None') → None¶
Allows binding to a specific animation’s event.
- Parameters
animation (WidgetAnimation) – the animation to listen for starting or finishing.
delegate (WidgetAnimationDynamicEvent) – the delegate to call when the animation’s state changes
animation_event (WidgetAnimationEvent) – the event to watch for.
user_tag (Name) – Scopes the delegate to only be called when the animation completes with a specific tag set on it when it was played.
- bind_to_animation_finished(animation, delegate) → None¶
Bind an animation finished delegate.
- Parameters
animation (WidgetAnimation) – the animation to listen for starting or finishing.
delegate (WidgetAnimationDynamicEvent) – the delegate to call when the animation’s state changes
- bind_to_animation_started(animation, delegate) → None¶
Bind an animation started delegate.
- Parameters
animation (WidgetAnimation) – the animation to listen for starting or finishing.
delegate (WidgetAnimationDynamicEvent) – the delegate to call when the animation’s state changes
- property color_and_opacity¶
[Read-Only] The color and opacity of this widget. Tints all child widgets.
- Type
- construct() → None¶
Called after the underlying slate widget is constructed. Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized.
- destruct() → None¶
Called when a widget is no longer referenced causing the slate resource to destroyed. Just like Construct this event can be called multiple times.
- flush_animations() → None¶
Flushes all animations on all widgets to guarantee that any queued updates are processed before this call returns
- property foreground_color¶
[Read-Only] The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.
- Type
- get_animation_current_time(animation) → float¶
Gets the current time of the animation in this widget
- Parameters
animation (WidgetAnimation) –
- Returns
the current time of the animation.
- Return type
- get_owning_player_camera_manager() → PlayerCameraManager¶
Gets the player camera manager associated with this UI.
- Returns
Gets the owning player camera manager that’s owned by the player controller assigned to this widget.
- Return type
- get_owning_player_pawn() → Pawn¶
Gets the player pawn associated with this UI.
- Returns
Gets the owning player pawn that’s owned by the player controller assigned to this widget.
- Return type
- is_animation_playing(animation) → bool¶
Gets whether an animation is currently playing on this widget.
- Parameters
animation (WidgetAnimation) – The animation to check the playback status of
- Returns
True if the animation is currently playing
- Return type
- is_animation_playing_forward(animation) → bool¶
returns true if the animation is currently playing forward, false otherwise.
- Parameters
animation (WidgetAnimation) – The playing animation that we want to know about
- Returns
- Return type
- property is_focusable¶
[Read-Write] Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.
- Type
(bool)
- is_in_viewport() → bool¶
- Returns
true if the widget was added to the viewport using AddToViewport.
- Return type
- is_listening_for_input_action(action_name) → bool¶
Checks if the action has a registered callback with the input component.
- listen_for_input_action(action_name, event_type, consume, callback) → None¶
Listens for a particular Player Input Action by name. This requires that those actions are being executed, and that we’re not currently in UI-Only Input Mode.
- Parameters
action_name (Name) –
event_type (InputEventType) –
consume (bool) –
callback (OnInputAction) –
- on_added_to_focus_path(focus_event) → None¶
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.
- Parameters
focus_event (FocusEvent) – FocusEvent
- on_analog_value_changed(my_geometry, analog_input_event) → EventReply¶
Called when an analog value changes on a button that supports analog
- Parameters
my_geometry (Geometry) – The Geometry of the widget receiving the event
analog_input_event (AnalogInputEvent) – Analog Event
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_animation_finished(animation) → None¶
Called when an animation has either played all the way through or is stopped
- Parameters
animation (WidgetAnimation) – The animation that has finished playing
- on_animation_started(animation) → None¶
Called when an animation is started.
- Parameters
animation (WidgetAnimation) – the animation that started
- on_drag_cancelled(pointer_event, operation) → None¶
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.
- Parameters
pointer_event (PointerEvent) – Last mouse event from when the drag was canceled.
operation (DragDropOperation) – The drag operation that was canceled.
- on_drag_detected(my_geometry, pointer_event) → DragDropOperation¶
Called when Slate detects that a widget started to be dragged.
- Parameters
my_geometry (Geometry) –
pointer_event (PointerEvent) – MouseMove that triggered the drag
- Returns
operation (DragDropOperation): The drag operation that was detected.
- Return type
- on_drag_enter(my_geometry, pointer_event, operation) → None¶
Called during drag and drop when the drag enters the widget.
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
pointer_event (PointerEvent) – The mouse event from when the drag entered the widget.
operation (DragDropOperation) – The drag operation that entered the widget.
- on_drag_leave(pointer_event, operation) → None¶
Called during drag and drop when the drag leaves the widget.
- Parameters
pointer_event (PointerEvent) – The mouse event from when the drag left the widget.
operation (DragDropOperation) – The drag operation that entered the widget.
- on_drag_over(my_geometry, pointer_event, operation) → bool¶
Called during drag and drop when the the mouse is being dragged over a widget.
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
pointer_event (PointerEvent) – The mouse event from when the drag occurred over the widget.
operation (DragDropOperation) – The drag operation over the widget.
- Returns
‘true’ to indicate that you handled the drag over operation. Returning ‘false’ will cause the operation to continue to bubble up.
- Return type
- on_drop(my_geometry, pointer_event, operation) → bool¶
Called when the user is dropping something onto a widget. Ends the drag and drop operation, even if no widget handles this.
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
pointer_event (PointerEvent) – The mouse event from when the drag occurred over the widget.
operation (DragDropOperation) – The drag operation over the widget.
- Returns
‘true’ to indicate you handled the drop operation.
- Return type
- on_focus_lost(focus_event) → None¶
Called when this widget loses focus. This event does not bubble.
- Parameters
focus_event (FocusEvent) – FocusEvent
- on_focus_received(my_geometry, focus_event) → EventReply¶
Called when keyboard focus is given to this widget. This event does not bubble.
- Parameters
my_geometry (Geometry) – The Geometry of the widget receiving the event
focus_event (FocusEvent) – FocusEvent
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_initialized() → None¶
Called once only at game time on non-template instances. While Construct/Destruct pertain to the underlying Slate, this is called only once for the UUserWidget. If you have one-time things to establish up-front (like binding callbacks to events on BindWidget properties), do so here.
- on_key_char(my_geometry, character_event) → EventReply¶
Called after a character is entered while this widget has focus
- Parameters
my_geometry (Geometry) – The Geometry of the widget receiving the event
character_event (CharacterEvent) – Character event
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_key_down(my_geometry, key_event) → EventReply¶
Called after a key (keyboard, controller, …) is pressed when this widget has focus (this event bubbles if not handled)
- Parameters
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_key_up(my_geometry, key_event) → EventReply¶
Called after a key (keyboard, controller, …) is released when this widget has focus
- Parameters
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_motion_detected(my_geometry, motion_event) → EventReply¶
Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller.
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
motion_event (MotionEvent) –
- Returns
- Return type
- on_mouse_button_double_click(my_geometry, mouse_event) → EventReply¶
Called when a mouse button is double clicked. Override this in derived classes.
- Parameters
my_geometry (Geometry) – Widget geometry
mouse_event (PointerEvent) – Mouse button event
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_mouse_button_down(my_geometry, mouse_event) → EventReply¶
The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
- Parameters
my_geometry (Geometry) – The Geometry of the widget receiving the event
mouse_event (PointerEvent) – Information about the input event
- Returns
Whether the event was handled along with possible requests for the system to take action.
- Return type
- on_mouse_button_up(my_geometry, mouse_event) → EventReply¶
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
- Parameters
my_geometry (Geometry) – The Geometry of the widget receiving the event
mouse_event (PointerEvent) – Information about the input event
- Returns
Whether the event was handled along with possible requests for the system to take action.
- Return type
- on_mouse_enter(my_geometry, mouse_event) → None¶
The system will use this event to notify a widget that the cursor has entered it. This event is NOT bubbled.
- Parameters
my_geometry (Geometry) – The Geometry of the widget receiving the event
mouse_event (PointerEvent) – Information about the input event
- on_mouse_leave(mouse_event) → None¶
The system will use this event to notify a widget that the cursor has left it. This event is NOT bubbled.
- Parameters
mouse_event (PointerEvent) – Information about the input event
- on_mouse_move(my_geometry, mouse_event) → EventReply¶
The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
- Parameters
my_geometry (Geometry) – The Geometry of the widget receiving the event
mouse_event (PointerEvent) – Information about the input event
- Returns
Whether the event was handled along with possible requests for the system to take action.
- Return type
- on_mouse_wheel(my_geometry, mouse_event) → EventReply¶
Called when the mouse wheel is spun. This event is bubbled.
- Parameters
my_geometry (Geometry) –
mouse_event (PointerEvent) – Mouse event
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_paint(context) → PaintContext¶
On Paint
- Parameters
context (PaintContext) –
- Returns
context (PaintContext):
- Return type
- on_preview_key_down(my_geometry, key_event) → EventReply¶
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.
This event is primarily to allow parent widgets to consume an event before a child widget processes it and it should be used only when there is no better design alternative.
- Parameters
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_preview_mouse_button_down(my_geometry, mouse_event) → EventReply¶
Just like OnMouseButtonDown, but tunnels instead of bubbling. If this even is handled, OnMouseButtonDown will not be sent.
Use this event sparingly as preview events generally make UIs more difficult to reason about.
- Parameters
my_geometry (Geometry) – The Geometry of the widget receiving the event
mouse_event (PointerEvent) – Information about the input event
- Returns
Whether the event was handled along with possible requests for the system to take action.
- Return type
- on_removed_from_focus_path(focus_event) → None¶
If focus is lost on on this widget or on a child widget and this widget is no longer part of the focus path.
- Parameters
focus_event (FocusEvent) – FocusEvent
- on_touch_ended(my_geometry, touch_event) → EventReply¶
Called when a touchpad touch is ended (finger lifted)
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
touch_event (PointerEvent) – The touch event generated
- Returns
- Return type
- on_touch_force_changed(my_geometry, touch_event) → EventReply¶
Called when a touchpad force has changed (user pressed down harder or let up)
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
touch_event (PointerEvent) – The touch event generated
- Returns
- Return type
- on_touch_gesture(my_geometry, gesture_event) → EventReply¶
Called when the user performs a gesture on trackpad. This event is bubbled.
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
gesture_event (PointerEvent) – gesture event
- Returns
Returns whether the event was handled, along with other possible actions
- Return type
- on_touch_moved(my_geometry, touch_event) → EventReply¶
Called when a touchpad touch is moved (finger moved)
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
touch_event (PointerEvent) – The touch event generated
- Returns
- Return type
- on_touch_started(my_geometry, touch_event) → EventReply¶
Called when a touchpad touch is started (finger down)
- Parameters
my_geometry (Geometry) – The geometry of the widget receiving the event.
touch_event (PointerEvent) – The touch event generated
- Returns
- Return type
- property on_visibility_changed¶
[Read-Write] Called when the visibility has changed
- Type
- pause_animation(animation) → float¶
Pauses an already running animation in this widget
- Parameters
animation (WidgetAnimation) –
- Returns
the time point the animation was at when it was paused, relative to its start position. Use this as the StartAtTime when you trigger PlayAnimation.
- Return type
- play_animation(animation, start_at_time=0.0, num_loops_to_play=1, play_mode=UMGSequencePlayMode.FORWARD, playback_speed=1.0, restore_state=False) → UMGSequencePlayer¶
Plays an animation in this widget a specified number of times
- Parameters
animation (WidgetAnimation) – The animation to play
start_at_time (float) – The time in the animation from which to start playing, relative to the start position. For looped animations, this will only affect the first playback of the animation.
num_loops_to_play (int32) – The number of times to loop this animation (0 to loop indefinitely)
play_mode (UMGSequencePlayMode) – Specifies the playback mode
playback_speed (float) – The speed at which the animation should play
restore_state (bool) – Restores widgets to their pre-animated state when the animation stops
- Returns
- Return type
- play_animation_at_time(animation, start_at_time=0.0, num_loops_to_play=1, play_mode=UMGSequencePlayMode.FORWARD, playback_speed=1.0, restore_state=False)¶
deprecated: ‘play_animation_at_time’ was renamed to ‘play_animation’.
- play_animation_forward(animation, playback_speed=1.0, restore_state=False) → UMGSequencePlayer¶
Plays an animation on this widget relative to it’s current state forward. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction.
- Parameters
animation (WidgetAnimation) – The animation to play
playback_speed (float) – The speed at which the animation should play
restore_state (bool) – Restores widgets to their pre-animated state when the animation stops
- Returns
- Return type
- play_animation_reverse(animation, playback_speed=1.0, restore_state=False) → UMGSequencePlayer¶
Plays an animation on this widget relative to it’s current state in reverse. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction.
- Parameters
animation (WidgetAnimation) – The animation to play
playback_speed (float) – The speed at which the animation should play
restore_state (bool) – Restores widgets to their pre-animated state when the animation stops
- Returns
- Return type
- play_animation_time_range(animation, start_at_time=0.0, end_at_time=0.0, num_loops_to_play=1, play_mode=UMGSequencePlayMode.FORWARD, playback_speed=1.0, restore_state=False) → UMGSequencePlayer¶
Plays an animation in this widget a specified number of times stopping at a specified time
- Parameters
animation (WidgetAnimation) – The animation to play
start_at_time (float) – The time in the animation from which to start playing, relative to the start position. For looped animations, this will only affect the first playback of the animation.
end_at_time (float) – The absolute time in the animation where to stop, this is only considered in the last loop.
num_loops_to_play (int32) – The number of times to loop this animation (0 to loop indefinitely)
play_mode (UMGSequencePlayMode) – Specifies the playback mode
playback_speed (float) – The speed at which the animation should play
restore_state (bool) – Restores widgets to their pre-animated state when the animation stops
- Returns
- Return type
- play_animation_to(animation, start_at_time=0.0, end_at_time=0.0, num_loops_to_play=1, play_mode=UMGSequencePlayMode.FORWARD, playback_speed=1.0, restore_state=False)¶
deprecated: ‘play_animation_to’ was renamed to ‘play_animation_time_range’.
- play_sound(sound_to_play) → None¶
Plays a sound through the UI deprecated: Use the UGameplayStatics::PlaySound2D instead.
- Parameters
sound_to_play (SoundBase) –
- pre_construct(is_design_time) → None¶
Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview the setup in the designer and since generally that same setup code is required at runtime, it’s called there as well.
WARNING This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related state, if you call something that doesn’t expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.
- Parameters
is_design_time (bool) –
- property priority¶
[Read-Only] Priority
- Type
(int32)
- register_input_component() → None¶
ListenForInputAction will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening.
- remove_from_viewport() → None¶
Removes the widget from the viewport. deprecated: Use RemoveFromParent instead
- reverse_animation(animation) → None¶
If an animation is playing, this function will reverse the playback.
- Parameters
animation (WidgetAnimation) – The playing animation that we want to reverse
- set_alignment_in_viewport(alignment) → None¶
Set Alignment in Viewport
- Parameters
alignment (Vector2D) –
- set_animation_current_time(animation, time) → None¶
Sets the current time of the animation in this widget. Does not change state.
- Parameters
animation (WidgetAnimation) –
time (float) –
- set_color_and_opacity(color_and_opacity) → None¶
Sets the tint of the widget, this affects all child widgets.
- Parameters
color_and_opacity (LinearColor) – The tint to apply to all child widgets.
- set_desired_size_in_viewport(size) → None¶
Set Desired Size in Viewport
- Parameters
size (Vector2D) –
- set_foreground_color(foreground_color) → None¶
Sets the foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.
- Parameters
foreground_color (SlateColor) – The foreground color.
- set_input_action_blocking(should_block) → None¶
Set Input Action Blocking
- Parameters
should_block (bool) –
- set_input_action_priority(new_priority) → None¶
Set Input Action Priority
- Parameters
new_priority (int32) –
- set_num_loops_to_play(animation, num_loops_to_play) → None¶
Changes the number of loops to play given a playing animation
- Parameters
animation (WidgetAnimation) – The animation that is already playing
num_loops_to_play (int32) – The number of loops to play. (0 to loop indefinitely)
- set_owning_player(local_player_controller) → None¶
Sets the local player associated with this UI via PlayerController reference.
- Parameters
local_player_controller (PlayerController) – The PlayerController of the local player you want to be the conceptual owner of this UI.
- set_padding(padding) → None¶
Sets the padding for the user widget, putting a larger gap between the widget border and it’s root widget.
- Parameters
padding (Margin) –
- set_playback_speed(animation, playback_speed=1.0) → None¶
Changes the playback rate of a playing animation
- Parameters
animation (WidgetAnimation) – The animation that is already playing
playback_speed (float) –
- set_position_in_viewport(position, remove_dpi_scale=True) → None¶
Sets the widgets position in the viewport.
- Parameters
- stop_animation(animation) → None¶
Stops an already running animation in this widget
- Parameters
animation (WidgetAnimation) –
- stop_animations_and_latent_actions() → None¶
Cancels any pending Delays or timer callbacks for this widget, and stops all active animations on the widget.
- stop_listening_for_all_input_actions() → None¶
Stops listening to all input actions, and unregisters the input component with the player controller.
- stop_listening_for_input_action(action_name, event_type) → None¶
Removes the binding for a particular action’s callback.
- Parameters
action_name (Name) –
event_type (InputEventType) –
- tick(my_geometry, delta_time) → None¶
Ticks this widget. Override in derived classes, but always call the parent implementation.
- property tick_frequency¶
[Read-Only] 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
- Type
- unbind_all_from_animation_finished(animation) → None¶
Unbind All from Animation Finished
- Parameters
animation (WidgetAnimation) –
- unbind_all_from_animation_started(animation) → None¶
Unbind All from Animation Started
- Parameters
animation (WidgetAnimation) –
- unbind_from_animation_finished(animation, delegate) → None¶
Unbind an animation finished delegate.
- Parameters
animation (WidgetAnimation) – the animation to listen for starting or finishing.
delegate (WidgetAnimationDynamicEvent) – the delegate to call when the animation’s state changes
- unbind_from_animation_started(animation, delegate) → None¶
Unbind an animation started delegate.
- Parameters
animation (WidgetAnimation) – the animation to listen for starting or finishing.
delegate (WidgetAnimationDynamicEvent) – the delegate to call when the animation’s state changes
- unregister_input_component() → None¶
StopListeningForAllInputActions will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening.