unreal.VREditorFloatingUICreationContext
¶
- class unreal.VREditorFloatingUICreationContext(widget_class=None, panel_id='None', parent_actor=None, panel_spawn_offset=[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], panel_size=[0.0, 0.0], panel_mesh=None, editor_ui_size=0.0, hide_window_handles=False, mask_out_widget_background=False, no_close_button=False)¶
Bases:
unreal.StructBase
Creation parameters for AVREditorFloatingUI
C++ Source:
Module: VREditor
File: VREditorFloatingUI.h
Editor Properties: (see get_editor_property/set_editor_property)
editor_ui_size
(float): [Read-Write] Optional override for “VREd.EditorUISize”. Leave at 0 for default.hide_window_handles
(bool): [Read-Write] Turn off handles under window? (X-To-Close, movement bar…)mask_out_widget_background
(bool): [Read-Write] Turn off the widget’s background to create a see-through look.no_close_button
(bool): [Read-Write] If bHideWindowHandles is false, this window doesn’t have a close button. (panel_id
(Name): [Read-Write] ID that the UI system will use to identify the panel. MUST BE UNIQUE!panel_mesh
(StaticMesh): [Read-Write] Optional custom mesh to use for the VR window.panel_size
(Vector2D): [Read-Write] Panel size. Should match the size of the UMG passed in.panel_spawn_offset
(Transform): [Read-Write] Optional offset from HMD where the window opens. Pass FTransform::Identity for default logic - window will open at controller location.parent_actor
(Actor): [Read-Write] Parent Actorwidget_class
(type(Class)): [Read-Write] Widget to open in the VR window. null to close an open window (if if matches the PanelID)
- property editor_ui_size¶
[Read-Write] Optional override for “VREd.EditorUISize”. Leave at 0 for default.
- Type
(float)
- property hide_window_handles¶
[Read-Write] Turn off handles under window? (X-To-Close, movement bar…)
- Type
(bool)
- property mask_out_widget_background¶
[Read-Write] Turn off the widget’s background to create a see-through look.
- Type
(bool)
- property no_close_button¶
[Read-Write] If bHideWindowHandles is false, this window doesn’t have a close button. (
- Type
(bool)
- property panel_id¶
[Read-Write] ID that the UI system will use to identify the panel. MUST BE UNIQUE!
- Type
(Name)
- property panel_mesh¶
[Read-Write] Optional custom mesh to use for the VR window.
- Type
- property panel_size¶
[Read-Write] Panel size. Should match the size of the UMG passed in.
- Type
(Vector2D)
- property panel_spawn_offset¶
[Read-Write] Optional offset from HMD where the window opens. Pass FTransform::Identity for default logic - window will open at controller location.
- Type