unreal.UserWidget
¶
- class unreal.UserWidget(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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] 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] Clippingcolor_and_opacity
(LinearColor): [Read-Write] Color and Opacity: The color and opacity of this widget. Tints all child widgets.cursor
(MouseCursor): [Read-Write] Cursorflow_direction_preference
(FlowDirectionPreference): [Read-Write] Flow Direction Preferenceforeground_color
(SlateColor): [Read-Write] Foreground Color: 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] Is Enabledis_focusable
(bool): [Read-Write] Is Focusable: Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.is_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.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_visibility_changed
(OnVisibilityChangedEvent): [Read-Write] On Visibility Changed: Called when the visibility has changedoverride_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 Cursorpadding
(Margin): [Read-Write] Padding: The padding area around the content.preview_background
(Texture2D): [Read-Write] Preview Background: 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] Render Opacityrender_transform
(WidgetTransform): [Read-Write] Render Transformrender_transform_pivot
(Vector2D): [Read-Write] Render Transform Pivotslot
(PanelSlot): [Read-Write] Slot: 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] Tick Frequency: 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] Tool Tip Texttool_tip_widget
(Widget): [Read-Only] Tool Tip Widgetvisibility
(SlateVisibility): [Read-Write] Visibility
- add_extension(extension_type) UserWidgetExtension ¶
Add the extension of the requested type.
- Parameters:
- Return type:
- 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.
- 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: LinearColor¶
[Read-Only] Color and Opacity: 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: SlateColor¶
[Read-Only] Foreground Color: 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_extension(extension_type) UserWidgetExtension ¶
Find the first extension of the requested type.
- Parameters:
- Return type:
- get_extensions(extension_type) Array[UserWidgetExtension] ¶
Find the extensions of the requested type.
- Parameters:
- 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
- Return type:
- property is_focusable: bool¶
[Read-Write] Is Focusable: Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.
- Type:
(bool)
- 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) –
- 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
- 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
- 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
- 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
- Return type:
- property on_visibility_changed: OnVisibilityChangedEvent¶
[Read-Write] On Visibility Changed: 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=0.000000, num_loops_to_play=1, play_mode=UMGSequencePlayMode.FORWARD, playback_speed=1.000000, 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
- Return type:
- play_animation_at_time(animation: WidgetAnimation, start_at_time: float = 0.0, num_loops_to_play: int = 1, play_mode: UMGSequencePlayMode = Ellipsis, playback_speed: float = 1.0, restore_state: bool = False) UMGSequencePlayer ¶
deprecated: ‘play_animation_at_time’ was renamed to ‘play_animation’.
- play_animation_forward(animation, playback_speed=1.000000, 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
- Return type:
- play_animation_reverse(animation, playback_speed=1.000000, 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
- Return type:
- play_animation_time_range(animation, start_at_time=0.000000, end_at_time=0.000000, num_loops_to_play=1, play_mode=UMGSequencePlayMode.FORWARD, playback_speed=1.000000, 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
- Return type:
- play_animation_to(animation: WidgetAnimation, start_at_time: float = 0.0, end_at_time: float = 0.0, num_loops_to_play: int = 1, play_mode: UMGSequencePlayMode = Ellipsis, playback_speed: float = 1.0, restore_state: bool = False) UMGSequencePlayer ¶
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) –
- 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_extension(extension) None ¶
Remove the extension.
- Parameters:
extension (UserWidgetExtension) –
- 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=1.000000) 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: WidgetTickFrequency¶
[Read-Only] Tick Frequency: 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.