className: UCommonButtonInternalBase

description: CustomUButtonoverride that allows us to disable clicking without disabling the widget entirely

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Experimental) class UCommonButtonInternalBase : public [UButton](API\Runtime\UMG\Components\UButton)

bButtonEnabled

type: bool

description: If true, this button is enabled.

bInteractionEnabled

description: If true, this button can be interacted with it normally.

HandleDoubleClicked

type: FOnButtonDouble...

description: Called when the button is clicked

MinHeight

description: The minimum height of the button

MinWidth

description: The minimum width of the button

MyBox

type: TSharedPtr<SBo...

description: Cached pointer to the underlying slate button owned by thisUWidget

MyCommonButton

type: TSharedPtr< cla...

OnDoubleClicked

type: FOnButtonClicke...

description: Called when the button is clicked

OnLostFocus

type: FSimpleDelegate

description: Called when the button loses focus

OnReceivedFocus

description: Called when the button receives focus


module: CommonUI

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetButtonPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) & OutButtonPadding ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetCustomPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) & OutCustomPadding ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetDisabledBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) * GetDisabledTextStyle() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetMaterialBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetNormalBaseBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetNormalHoveredBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) * GetNormalHoveredTextStyle() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetNormalPressedBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetSelectedBaseBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) * GetNormalTextStyle() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetSelectedHoveredBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) * GetSelectedHoveredTextStyle() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") void GetSelectedPressedBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common ButtonStyle|Getters") [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) * GetSelectedTextStyle() const


className: UCommonButtonStyle

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, ClassGroup=UI, Meta=(Category="Common UI")) class UCommonButtonStyle : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bSingleMaterial

description: Whether or not the style uses a drop shadow

ButtonPadding

type: FMargin

description: The button content padding to apply for each size

CustomPadding

description: The custom padding of the button to use for each size

Disabled

type: FSlateBrush

description: The disabled brush to apply to each size of this button

DisabledTextStyle

type: TSubclassOf<UC...

description: The text style to use when disabled

HoveredSlateSound

type: FSlateSound

LockedHoveredSlateSound

type: FCommonButtonSt...

description: The sound to play when the button is hovered while locked

LockedPressedSlateSound

description: The sound to play when the button is pressed while locked

MinHeight

description: The minimum height of buttons using this style

MinWidth

description: The minimum width of buttons using this style

NormalHovered

description: The normal (un-selected) brush to apply to each size of this button when hovered

NormalHoveredTextStyle

description: The text style to use when un-selected

NormalPressed

description: The normal (un-selected) brush to apply to each size of this button when pressed

NormalTextStyle

description: The text style to use when un-selected

SelectedHovered

description: The selected brush to apply to each size of this button when hovered

SelectedHoveredSlateSound

description: The sound to play when the button is hovered while selected

SelectedHoveredTextStyle

description: The text style to use when un-selected

SelectedPressed

description: The selected brush to apply to each size of this button when pressed

SelectedPressedSlateSound

description: The sound to play when the button is pressed while selected

SelectedTextStyle

description: The text style to use when selected


className: FOnCustomNavigationEvent

code: class FOnCustomNavigationEvent


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


code: bool OnNavigation ( EUINavigation NavigationType )


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: UCommonCustomNavigation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonCustomNavigation

description: Exposes a bindable event that can be used to stomp default border navigation with custom behaviors.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=CommonUI, defaultconfig, ClassGroup=UI, Meta=(Category="Common UI", DisplayName="Common Custom Navigation")) class UCommonCustomNavigation : public [UBorder](API\Runtime\UMG\Components\UBorder)

OnNavigationEvent

type: FOnCustomNaviga...

description: Return true if the Navigation has been handled


className: FOnTimeCountDownCompletion

code: class FOnTimeCountDownCompletion : public TBaseMulticastDelegate_NoParams< void >


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > FormatDateTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InDateTime ) const


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > FormatTimespan ( const [FTimespan](API\Runtime\Core\Misc\FTimespan) & InTimespan ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DateTime Text Block") [FDateTime](API\Runtime\Core\Misc\FDateTime) GetDateTime() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DateTime Text Block") void SetCountDownCompletionText ( const [FText](API\Runtime\Core\Internationalization\FText) InCompletionText )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DateTime Text Block") void SetDateTimeValue ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) InDateTime, bool bShowAsCountdown, float InRefreshDelay )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DateTime Text Block") void SetTimespanValue ( const [FTimespan](API\Runtime\Core\Misc\FTimespan) InTimespan )


code: virtual bool ShouldClearTimer ( const [FTimespan](API\Runtime\Core\Misc\FTimespan) & TimeRemaining ) const


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


code: UCommonDateTimeTextBlock ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonDateTimeTextBlock

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UCommonDateTimeTextBlock : public [UCommonTextBlock](API\Plugins\CommonUI\UCommonTextBlock)


description: Default Handler for Axis input.

code: virtual void HandleRerouteAxis ( int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, [FReply](API\Runtime\SlateCore\Input\FReply) & Reply )


description: Default Handler for Axis input.

code: virtual void HandleRerouteAxis ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, [FReply](API\Runtime\SlateCore\Input\FReply) & Reply )


description: Default Handler for Key input.

code: virtual void HandleRerouteInput ( int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent EventType, [FReply](API\Runtime\SlateCore\Input\FReply) & Reply )


description: Default Handler for Key input.

code: virtual void HandleRerouteInput ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent EventType, [FReply](API\Runtime\SlateCore\Input\FReply) & Reply )


description: Default Handler for Touch input.

code: virtual void HandleRerouteTouch ( int32 ControllerId, uint32 TouchId, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) TouchType, const FVector2D & TouchLocation, [FReply](API\Runtime\SlateCore\Input\FReply) & Reply )


description:
Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
True to consume the key event, false to pass it on.

code: virtual bool InputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


description:
Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.
True to consume the axis movement, false to pass it on.

code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


code: virtual bool InputTouch ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, uint32 Handle, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) Type, const FVector2D & TouchLocation, float Force, [FDateTime](API\Runtime\Core\Misc\FDateTime) DeviceTimestamp, uint32 TouchpadIndex )


description: Console window & fullscreen shortcut have higher priority than UI

code: virtual bool IsKeyPriorityAboveUI ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


code: UCommonGameViewportClient ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


code: virtual ~UCommonGameViewportClient()


className: UCommonGameViewportClient

description: CommonUIViewport to reroute input to UI first. Needed to allowCommonUIto route / handle inputs.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Within=Engine, Transient, Config=Engine) class UCommonGameViewportClient : public [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient)

RerouteAxis

type: FOnRerouteAxisD...

RerouteBlockedInput

type: FOnRerouteInput...

RerouteTouch

type: FOnRerouteTouch...


code: void HandleInputMethodChanged ( [UCommonUIVisibilitySubsystem](API\Plugins\CommonUI\UCommonUIVisibilitySubsystem) * )


code: void ListenToInputMethodChanged()


description: BeginUWidget.

code: virtual void OnWidgetRebuilt()


code: void UpdateVisibility ( [UCommonUIVisibilitySubsystem](API\Plugins\CommonUI\UCommonUIVisibilitySubsystem) * VisSystem )


code: UCommonHardwareVisibilityBorder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonHardwareVisibilityBorder

description: A container that controls visibility based on Platform, Input

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonHardwareVisibilityBorder : public [UCommonBorder](API\Plugins\CommonUI\UCommonBorder)

HiddenType

type: ESlateVisibilit...

VisibilityQuery

type: FGameplayTagQue...


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: UCommonHierarchicalScrollBox ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonHierarchicalScrollBox

description: An arbitrary scrollable collection of widgets. Great for presenting 10-100 widgets in a list. Doesn't support virtualization.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonHierarchicalScrollBox : public [UScrollBox](API\Runtime\UMG\Components\UScrollBox)


className: UCommonInputMetadata

description: Note: We intentionally do not define any context-independant metadata. Even though some metadata should be context-independant (Like NavBarPriority below). Locking it that info to a seperate metadata type prevents any chance of future overriding. Instead, we prefer info for all metadata to be set across all instances.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew, CollapseCategories) class UCommonInputMetadata : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsGenericInputAction

type: bool

description: Generic actions like accept or face button top will be subscribed to by multiple UI elements.

NavBarPriority

description: Priority in nav-bar


description: Called when we need to abort the texture being streamed in.

code: virtual void CancelImageStreaming()


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LazyImage) bool IsLoading() const


description: Called when the image streaming completes.

code: virtual void OnImageStreamingComplete ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > LoadedSoftObject )


description: Called when the image streaming starts, after the other one was cancelled.

code: virtual void OnImageStreamingStarted ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > SoftObject )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildImageWidget()


description: Function called after the underlyingSWidgetis constructed.


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: virtual void SetBrush ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & InBrush )


code: virtual void SetBrushFromAsset ( [USlateBrushAsset](API\Runtime\Engine\Slate\USlateBrushAsset) * Asset )


description: Set the brush from a string asset ref only - expects the referenced asset to be a texture or material.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LazyImage) void SetBrushFromLazyDisplayAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & LazyObject, bool bMatchTextureSize )


description: Set the brush from a lazy material asset pointer - will load the material as needed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LazyImage) void SetBrushFromLazyMaterial ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > & LazyMaterial )


description: Set the brush from a lazy texture asset pointer - will load the texture as needed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LazyImage) void SetBrushFromLazyTexture ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) > & LazyTexture, bool bMatchSize )


code: virtual void SetBrushFromMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Sets the Brush to the specified Texture.

code: virtual void SetBrushFromTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, bool bMatchSize )


description: Sets the Brush to the specified Dynamic Texture.

code: virtual void SetBrushFromTextureDynamic ( [UTexture2DDynamic](API\Runtime\Engine\Engine\UTexture2DDynamic) * Texture, bool bMatchSize )


code: void SetIsLoading ( bool bIsLoading )


description: Note: that this is cleared out automatically if/when a new material is established on the brush. You must call this function again after doing so if the new material has a texture param.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LazyImage) void SetMaterialTextureParamName ( [FName](API\Runtime\Core\UObject\FName) TextureParamName )


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


code: UCommonLazyImage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonLazyImage

description: If this class changes to show any text, by default it will have CoreStyle styling

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonLazyImage : public [UImage](API\Runtime\UMG\Components\UImage)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LazyContent) [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetContent() const


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LazyContent) bool IsLoading() const


code: void OnStreamingComplete ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > LoadedSoftObject )


code: void OnStreamingStarted ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > SoftObject )


code: virtual void OnWidgetRebuilt()


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: void SetForceShowSpinner ( bool bShowLoading )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LazyContent) void SetLazyContent ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > SoftWidget )


code: UCommonLazyWidget ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonLazyWidget

description: A special Image widget that can show unloaded images and takes care of the loading for you!

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonLazyWidget : public [UWidget](API\Runtime\UMG\Components\UWidget)


description: Generates the actual entry widget that represents the given item. Expected to be used in concert withUListViewBase::GenerateTypedEntry().

code: virtual [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & OnGenerateEntryWidgetInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > DesiredEntryClass, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


description: Implement in child classes to construct the actual ListView Slate widget

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > RebuildListWidget()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ListView) void SetEntrySpacing ( float InEntrySpacing )


code: UCommonListView ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonListView

description: UCommonListView.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonListView : public [UListView](API\Runtime\UMG\Components\UListView)


className: FOnAssetLoaded

code: class FOnAssetLoaded


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


description: UPanelWidget.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSlotClass() const


description: Displays the loading spinner until the asset is loaded Will pass a casted pointer to the given asset in the lambda callback - could be nullptr if you provide an incompatible type or invalid asset.

code: template<typename ObjectType> void GuardAndLoadAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< ObjectType > & InLazyAsset, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(ObjectType *)> OnAssetLoaded )


code: void GuardAndLoadAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & InLazyAsset, [FOnLoadGuardAssetLoaded](API\Plugins\CommonUI\FOnLoadGuardAssetLoaded) OnAssetLoaded )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LoadGuard) bool IsLoading() const


description: Called after constructing a new widget from the palette. Allows the widget to perform interesting default setup that we don't want to beUObjectDefaults.

code: virtual void OnCreationFromPalette()


code: virtual void OnSlotAdded ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * NewSlot )


code: virtual void OnSlotRemoved ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * OldSlot )


description: BeginUObject.

code: virtual void PostLoad()


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LoadGuard) void SetIsLoading ( bool bInIsLoading )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=LoadGuard) void SetLoadingText ( const [FText](API\Runtime\Core\Internationalization\FText) & InLoadingText )


code: virtual void SynchronizeProperties()


code: UCommonLoadGuard ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: UCommonLoadGuard

description: Use GuardAndLoadAsset to automatically display the loading state until the asset is loaded (then the content widget will be displayed). For other applications (ex: waiting for an async backend call to complete), you can manually set the loading state of the guard.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig) class UCommonLoadGuard : public [UContentWidget](API\Runtime\UMG\Components\UContentWidget)


description: Gets base info needed fromCommonUIfrom this IMC metadata Accepts InputAction as an arg to allow for user to create one metadata with multiple values per action, rather than having to create one metadata asset per unique value

code: virtual const [UCommonInputMetadata](API\Plugins\CommonUI\UCommonInputMetadata) * GetCommonInputMetadata ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InInputAction ) const


className: UCommonMappingContextMetadata

description: Utilizes a map of input actions to metadata to prevent users from having to create multiple metadata assets / instances. Using this map is not mandatory.

EnhancedInputMetadata

type: TObjectPtr<UCo...

description: Fallback or default metadataCommonUIrelies on if no per-action meta is found below

PerActionEnhancedInputMetadata

type: TMap<TObjectPt...

description: Map of action to metadata, allows creation of single metadata asset rather than one per input action type


className: UCommonMappingContextMetadataInterface

description: If you don't have any metadata needs or your UI IMC's are forCommonUIonly, then you should use the provided 'UCommonMappingContextMetadata' below.

code: class UCommonMappingContextMetadataInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: EInterpolationState

description: Enum for interpolation state machine.

code: enum EInterpolationState { None, NumericInterpolation, SizeInterpolation, }


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


className: FOnInterpolationEnded

code: class FOnInterpolationEnded


className: FOnInterpolationStarted

code: class FOnInterpolationStarted


className: FOnInterpolationUpdated

code: class FOnInterpolationUpdated


code: virtual [FText](API\Runtime\Core\Internationalization\FText) FormatText ( float InCurrentNumericValue, const [FNumberFormattingOptions](API\Runtime\Core\Internationalization\FNumberFormattingOptions) & InNumberFormattingOptions ) const


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


description: Returns the value this widget will ultimately show if it is interpolating, or the current value if it is not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Numeric Text Block") float GetTargetValue() const


description: TargetValue The value to be interpolated to. MaximumInterpolationDuration The duration, in seconds, for the interpolation to take, at most. Must be greater than 0. MinimumChangeRate The minimum change in numeric value per second. Must be greater than or equal to 0. OutroDuration The time offset, in seconds,beforethe end of the InterpolationDuration elapses, at which to trigger an outro event. Must be less than or equal to MaximumInterpolationDuration

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Numeric Interpolation") void InterpolateToValue ( const float TargetValue, float MaximumInterpolationDuration, float MinimumChangeRate, float OutroOffset )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Numeric Interpolation") bool IsInterpolatingNumericValue() const


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the current numeric value. NOTE: Cancels any ongoing interpolation!

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Numeric Text Block") void SetCurrentValue ( const float NewValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Numeral Formating") void SetNumericType ( [ECommonNumericType](API\Plugins\CommonUI\ECommonNumericType) InNumericType )


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


code: UCommonNumericTextBlock ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonNumericTextBlock

description: Numeric text block that provides interpolation, and some type support (numbers, percents, seconds, distance).

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UCommonNumericTextBlock : public [UCommonTextBlock](API\Plugins\CommonUI\UCommonTextBlock)

CurrentNumericValue

type: float

description: The current numeric value being formatted for display, potentially being interpolated from. NOTE: The displayed text is very likely not identical to this value, due to formatting.

EaseOutInterpolationExponent

description: Exponent parameter for the "ease out" interpolation curve.

FormattingSpecification

type: FCommonNumberFo...

description: The specifications for how the current numeric value should be formatted in to numeral text.

InterpolationUpdateInterval

description: The desired interval, in seconds, between interpolation updates.

NumericType

type: ECommonNumericT...

OnInterpolationEndedEvent

type: FOnInterpolatio...

description: Event triggered when interpolation has ended.

OnInterpolationStartedEvent

description: Event triggered when interpolation has started.

OnInterpolationUpdatedEvent

description: Event triggered when interpolation has updated.

OnOutroEvent

type: FOnOutro

description: Event triggered at a specified time before the interpolation completes, for "outro" purposes.

PostInterpolationShrinkDuration

description: The desired width of the formatted text may change rapidly and erratically during interpolation due to font glyph dimensions.


className: UCommonPoolableWidgetInterface

code: class UCommonPoolableWidgetInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: virtual void CreateDecorators ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITextDecorator](API\Runtime\Slate\Framework\Text\ITextDecorator) >> & OutDecorators )


code: static [FString](API\Runtime\Core\Containers\FString) EscapeStringForRichText ( [FString](API\Runtime\Core\Containers\FString) InString )


code: float GetMobileTextBlockScale() const


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) > GetDefaultTextStyleClass() const


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


description: Called after constructing a new widget from the palette. Allows the widget to perform interesting default setup that we don't want to beUObjectDefaults.

code: virtual void OnCreationFromPalette()


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Rich Text|Scroll Style") void SetScrollingEnabled ( bool bInIsScrollingEnabled )


description: Directly sets the widget text. Warning: This will wipe any binding created for the Text property!

code: virtual void SetText ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


className: UCommonRichTextBlock

description: Text block that supports custom scaling for mobile platforms, with option to only show icons if space is sparse.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonRichTextBlock : public [URichTextBlock](API\Runtime\UMG\Components\URichTextBlock)

bTintInlineIcon

description: Toggle it on if the text color should also tint the inline icons.

InlineIconDisplayMode

type: ERichTextInline...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=Events, Meta=(DisplayName="On Options Selected")) void BP_OnOptionSelected ( int32 Index )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=Events, Meta=(DisplayName="On Options Populated")) void BP_OnOptionsPopulated ( int32 Count )


className: FRotationEvent

code: class FRotationEvent : public TBaseMulticastDelegate_TwoParams< void, int32, bool >


description: Gets the current selected index

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") int32 GetSelectedIndex() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleNavigation ( EUINavigation UINavigation )


description: Gets the current text value of the slider.


code: virtual [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) NativeOnNavigation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & InNavigationEvent, const [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) & InDefaultReply )


description: Sets the current value of the slider.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") virtual void SetSelectedItem ( int32 InValue )


description: Set the array of texts available

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Behavior") void PopulateTextLabels ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > Labels )


code: void ShiftTextLeftInternal ( bool bFromNavigation )


description: Shift the current text left.


description: Shift the current text right.


code: void ShiftTextRightInternal ( bool bFromNavigation )


code: UCommonRotator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonRotator

description: A button that can rotate between given text labels.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisableNativeTick)) class UCommonRotator : public [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase)

MyText

description: The displayed text

OnNavigation

type: FNavigationDele...

description: Handle and use controller navigation to rotate text

OnRotated

type: FOnRotated

description: Called when the Selected state of this button changes

OnRotatedEvent

type: FRotationEvent

SelectedIndex

description: The index of the current text item

TextLabels

type: TArray<FText>

description: Holds the array of display texts.


description: Disables the tab associated with the given ID with a reason

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) void DisableTabWithReason ( [FName](API\Runtime\Core\UObject\FName) TabNameID, const [FText](API\Runtime\Core\Internationalization\FText) & Reason )


className: FOnTabButtonCreation

description: Delegate broadcast when a new tab is created. Allows hook ups after creation.

code: class FOnTabButtonCreation


className: FOnTabButtonRemoval

description: Delegate broadcast when a tab is being removed. Allows clean ups after destruction.

code: class FOnTabButtonRemoval


className: FOnTabListRebuilt

description: Delegate broadcast when the tab list has been rebuilt (after a new tab has been inserted rather than added to the end).

code: class FOnTabListRebuilt


className: FOnTabSelected

description: Delegate broadcast when a new tab is selected.

code: class FOnTabSelected


description: The currently active (selected) tab


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FCommonRegisteredTabInfo](API\Plugins\CommonUI\FCommonRegisteredTabInfo) > & GetRegisteredTabsByID() const


description: The switcher that this tab list is associated with and manipulates

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=TabList) [UCommonAnimatedSwitcher](API\Plugins\CommonUI\UCommonAnimatedSwitcher) * GetLinkedSwitcher() const


description: Returns the tab button matching the ID, if found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * GetTabButtonBaseByID ( [FName](API\Runtime\Core\UObject\FName) TabNameID ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) int32 GetTabCount() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) [FName](API\Runtime\Core\UObject\FName) GetTabIdAtIndex ( int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void HandleNextTabInputAction ( bool & bPassthrough )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void HandlePreviousTabInputAction ( bool & bPassthrough )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void HandleTabButtonSelected ( [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * SelectedTabButton, int32 ButtonIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category=TabList, Meta=(BlueprintProtected="true")) void HandleTabCreation ( [FName](API\Runtime\Core\UObject\FName) TabNameID, [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * TabButton )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category=TabList, Meta=(BlueprintProtected="true")) void HandleTabRemoval ( [FName](API\Runtime\Core\UObject\FName) TabNameID, [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * TabButton )


code: virtual void NativeOnInitialized()


description:
Registers and adds a new tab to the list that corresponds to a given widget instance. If not present in the linked switcher, it will be added.
True if the new tab registered successfully and there were no name ID conflicts

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) bool RegisterTab ( [FName](API\Runtime\Core\UObject\FName) TabNameID, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) > ButtonWidgetType, [UWidget](API\Runtime\UMG\Components\UWidget) * ContentWidget, const int32 TabIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) bool RemoveTab ( [FName](API\Runtime\Core\UObject\FName) TabNameID )


description: Selects the tab registered under the provided name ID

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) bool SelectTabByID ( [FName](API\Runtime\Core\UObject\FName) TabNameID, bool bSuppressClickFeedback )


description: Establishes the activatable widget switcher instance that this tab list should interact with

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) virtual void SetLinkedSwitcher ( [UCommonAnimatedSwitcher](API\Plugins\CommonUI\UCommonAnimatedSwitcher) * CommonSwitcher )


description: Sets whether the tab associated with the given ID is enabled/disabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) void SetTabEnabled ( [FName](API\Runtime\Core\UObject\FName) TabNameID, bool bEnable )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) virtual void SetListeningForInput ( bool bShouldListen )


description: Sets whether the tab associated with the given ID is interactable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) void SetTabInteractionEnabled ( [FName](API\Runtime\Core\UObject\FName) TabNameID, bool bEnable )


description: Sets the visibility of the tab associated with the given ID

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TabList) void SetTabVisibility ( [FName](API\Runtime\Core\UObject\FName) TabNameID, ESlateVisibility NewVisibility )


code: UCommonTabListWidgetBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonTabListWidgetBase

description: Base class for a list of selectable tabs that correspondingly activate and display an arbitrary widget in a linked switcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, ClassGroup=UI, Meta=(Category="Common UI", DisableNativeTick)) class UCommonTabListWidgetBase : public [UCommonUserWidget](API\Plugins\CommonUI\UCommonUserWidget)

bAutoListenForInput

description: Whether to register to handle tab list input immediately upon construction

bDeferRebuildingTabList

description: Whether to defer until next tick rebuilding tab list when inserting new tab (rather than adding to the end).

bIsListeningForInput

description: Is the tab list currently listening for tab input actions?

LinkedSwitcher

type: TWeakObjectPtr<...

description: The activatable widget switcher that this tab list is associated with and manipulates

NextTabEnhancedInputAction

type: TObjectPtr<UIn...

description: The input action to listen for causing the next tab to be selected

NextTabInputActionData

type: FDataTableRowHa...

OnTabButtonCreation

type: FOnTabButtonCre...

description: Broadcasts when a new tab is created.

OnTabButtonRemoval

type: FOnTabButtonRem...

description: Broadcasts when a new tab is created.

OnTabListRebuilt

type: FOnTabListRebui...

description: Broadcasts when the tab list has been rebuilt (after a new tab has been inserted rather than added to the end).

OnTabSelected

type: FOnTabSelected

description: Broadcasts when a new tab is selected.

PreviousTabEnhancedInputAction

description: The input action to listen for causing the previous tab to be selected

TabButtonGroup

description: The button group that manages all the created tab buttons


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text") const [FMargin](API\Runtime\SlateCore\Layout\FMargin) & GetMargin()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text|Mobile") float GetMobileFontSizeMultiplier() const


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


description: Called after constructing a new widget from the palette. Allows the widget to perform interesting default setup that we don't want to beUObjectDefaults.

code: virtual void OnCreationFromPalette()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text|Scroll Style") void ResetScrollState()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text") void SetLineHeightPercentage ( float InLineHeightPercentage )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text") void SetMargin ( const [FMargin](API\Runtime\SlateCore\Layout\FMargin) & InMargin )


description: Sets the new value and then applies the FontSizeMultiplier

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text|Mobile") void SetMobileFontSizeMultiplier ( float InMobileFontSizeMultiplier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text|Scroll Style") void SetScrollingEnabled ( bool bInIsScrollingEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text") void SetStyle ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) > InStyle )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text") void SetTextCase ( bool bUseAllCaps )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text") void SetWrapTextWidth ( int32 InWrapTextAt )


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


className: UCommonTextBlock

description: Text block with automatic scrolling for FX / large texts, also supports a larger set of default styling, & custom mobile scaling.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=CommonUI, defaultconfig, ClassGroup=UI, Meta=(Category="Common UI", DisplayName="Common Text", prioritizeCategories="Content")) class UCommonTextBlock : public [UTextBlock](API\Runtime\UMG\Components\UTextBlock)

MobileFontSizeMultiplier

type: float

description: Mobile font size multiplier. Activated by default on mobile. See CVar Mobile_PreviewFontSize


code: UCommonTextBlock ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonTextScrollStyle

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, ClassGroup=UI, Meta=(Category="Common UI")) class UCommonTextScrollStyle : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: void ApplyToTextBlock ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STextBlock](API\Runtime\Slate\Widgets\Text\STextBlock) > & TextBlock ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text Style|Getters") void GetColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text Style|Getters") void GetFont ( [FSlateFontInfo](API\Runtime\SlateCore\Fonts\FSlateFontInfo) & OutFont ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text Style|Getters") float GetLineHeightPercentage() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text Style|Getters") void GetMargin ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) & OutMargin ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text Style|Getters") void GetShadowOffset ( FVector2D & OutShadowOffset ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text Style|Getters") void GetShadowColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Text Style|Getters") void GetStrikeBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & OutStrikeBrush ) const


className: UCommonTextStyle

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, ClassGroup=UI, Meta=(Category="Common UI")) class UCommonTextStyle : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bUsesDropShadow

type: bool

description: Whether or not the style uses a drop shadow

Color

type: FLinearColor

description: The color of the text

Font

type: FSlateFontInfo

description: The font to apply at each size

LineHeightPercentage

description: The amount to scale each lines height by at each size

Margin

type: FMargin

description: The amount of blank space left around the edges of text area at each size

ShadowColor

description: The drop shadow color

ShadowOffset

description: The offset of the drop shadow at each size

StrikeBrush

type: FSlateBrush

description: The brush used to draw an strike through the text (if any)


code: void ToTextBlockStyle ( [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & OutTextBlockStyle ) const


description: Generates the actual entry widget that represents the given item. Expected to be used in concert withUListViewBase::GenerateTypedEntry().

code: virtual [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & OnGenerateEntryWidgetInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Item, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > DesiredEntryClass, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


description: Implement in child classes to construct the actual ListView Slate widget

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > RebuildListWidget()


code: UCommonTileView ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonTileView

description: TileView specialized to navigate on focus for consoles & enable scrolling when not focused for touch

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisableNativeTick)) class UCommonTileView : public [UTileView](API\Runtime\UMG\Components\UTileView)


code: UCommonTreeView ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonTreeView

description: TreeView specialized to navigate on focus for consoles & enable scrolling when not focused for touch

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonTreeView : public [UTreeView](API\Runtime\UMG\Components\UTreeView)


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonBorderStyle](API\Plugins\CommonUI\UCommonBorderStyle) > & GetTemplateBorderStyle() const


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonButtonStyle](API\Plugins\CommonUI\UCommonButtonStyle) > & GetTemplateButtonStyle() const


description: Template Styles - Only accessible in editor builds should be transfered to new widgets in OnCreationFromPalette() overrides

code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) > & GetTemplateTextStyle() const


description: Called to load CommonUIEditorSettings data

code: void LoadData()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UCommonUIEditorSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


description: Finds the first parent widget of the given type and returns it, or null if no parent could be found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common UI", Meta=(DeterminesOutputType=Type)) static [UWidget](API\Runtime\UMG\Components\UWidget) * FindParentWidgetOfType ( [UWidget](API\Runtime\UMG\Components\UWidget) * StartingWidget, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidget](API\Runtime\UMG\Components\UWidget) > Type )


className: UCommonUIEditorSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor, defaultconfig) class UCommonUIEditorSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UCommonUILibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonUILibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: UCommonUILibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: static [UCommonUIRichTextData](API\Plugins\CommonUI\UCommonUIRichTextData) * Get()


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint8 * > & GetIconMap() const


code: const [FRichTextIconData](API\Plugins\CommonUI\FRichTextIconData) * FindIcon ( const [FName](API\Runtime\Core\UObject\FName) & InKey )


className: UCommonUIRichTextData

description: Derive from this class for rich text data per game it is referenced in CommonUI Settings, found in project settings UI

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Meta=(Category="Common UI")) class UCommonUIRichTextData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Called by the module startup to auto load CommonUISetting data if bAutoLoadData is true.

code: void AutoLoadData()


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetDefaultImageResourceObject() const


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & GetDefaultThrobberBrush() const


code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetPlatformTraits() const


code: [UCommonUIRichTextData](API\Plugins\CommonUI\UCommonUIRichTextData) * GetRichTextData() const


description: Called to load CommonUISetting data, if bAutoLoadData if set to false then game code must callLoadData().


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Called from ReloadConfig after the object has reloaded its configuration data.

code: virtual void PostReloadConfig ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatWasLoaded )


code: UCommonUISettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


code: UCommonUISettings ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UCommonUISettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig) class UCommonUISettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: CommonUI.ButtonClicked  (DISABLED) Button presses that are marked for analytic events  Client  ButtonName string The name of the button  ABTestName string The AB Test group the button is a part of if applicable  ExtraData string Extra data about the button that may be useful  chris.gagnon

code: void FireEvent_ButtonClicked ( const [FString](API\Runtime\Core\Containers\FString) & InstanceName, const [FString](API\Runtime\Core\Containers\FString) & ABTestName, const [FString](API\Runtime\Core\Containers\FString) & ExtraData ) const


description: CommonUI.PanelPushed  (DISABLED) Button presses that are marked for analytic events  Client  PanelName string The name of the panel that was pushed  chris.gagnon

code: void FireEvent_PanelPushed ( const [FString](API\Runtime\Core\Containers\FString) & PanelName ) const


code: static [UCommonUISubsystemBase](API\Plugins\CommonUI\UCommonUISubsystemBase) * Get ( const [UWidget](API\Runtime\UMG\Components\UWidget) & Widget )


description: Gets Action Button Icon for given action and player, enhanced input API currently does not allow input type specification.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonUISubsystem) [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) GetEnhancedInputActionButtonIcon ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InputAction, const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer ) const


description: Gets Action Button Icon for current gamepad.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonUISubsystem) [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) GetInputActionButtonIcon ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InputActionRowHandle, [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) InputType, const [FName](API\Runtime\Core\UObject\FName) & GamepadName ) const


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Set the analytic provider for theCommonUIWidgets to use

code: void SetAnalyticProvider ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProviderET](API\Runtime\AnalyticsET\IAnalyticsProviderET) > & AnalyticProvider )


code: virtual bool IsInputAllowed ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer ) const


code: virtual void SetInputAllowed ( bool bEnabled, const [FName](API\Runtime\Core\UObject\FName) & Reason, const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) & LocalPlayer )


description: Note: This function is called on the CDO prior to instances being created!

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


code: void AddUserVisibilityCondition ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) UserTag )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: FHardwareVisibilityTagsChangedEvent

code: class FHardwareVisibilityTagsChangedEvent : public TBaseMulticastDelegate_OneParam< void, UCommonUIVisibilitySubsystem * >


code: static [UCommonUIVisibilitySubsystem](API\Plugins\CommonUI\UCommonUIVisibilitySubsystem) * Get ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )


code: static [UCommonUIVisibilitySubsystem](API\Plugins\CommonUI\UCommonUIVisibilitySubsystem) * GetChecked ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )


description: Get the visibility tags currently in play (the combination of platform traits and current input tags). These can change over time, if input mode changes, or other groups are removed/added.

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetVisibilityTags() const


description: Returns true if the player currently has the specified visibility tag (note: this value should not be cached without listening for OnVisibilityTagsChanged as it can change at runtime)

code: bool HasVisibilityTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) VisibilityTag ) const


code: void OnInputMethodChanged ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) CurrentInputType )


code: void RemoveUserVisibilityCondition ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) UserTag )


code: static void SetDebugVisibilityConditions ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagsToEnable, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagsToSuppress )


className: UCommonUIVisibilitySubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="UI Visibility Subsystem") class UCommonUIVisibilitySubsystem : public [ULocalPlayerSubsystem](API\Runtime\Engine\Subsystems\ULocalPlayerSubsystem)

OnVisibilityTagsChanged

type: FHardwareVisibi...


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) > & GetActionBindings() const


code: void AddActionBinding ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) ActionBinding )


code: template<typename GameInstanceT> GameInstanceT & GetGameInstanceChecked() const


code: [UCommonInputSubsystem](API\Plugins\CommonInput\UCommonInputSubsystem) * GetInputSubsystem() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateUser](API\Runtime\Slate\Framework\Application\FSlateUser) > GetOwnerSlateUser() const


code: template<typename PlayerControllerT> PlayerControllerT & GetOwningPlayerChecked() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UWidget](API\Runtime\UMG\Components\UWidget) > > GetScrollRecipients() const


code: [UCommonUISubsystemBase](API\Plugins\CommonUI\UCommonUISubsystemBase) * GetUISubsystem() const


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseButtonDoubleClick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseButtonUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchGesture ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMouseWheel ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchEnded ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchStarted ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnTouchMoved ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent )


description: Function called after the underlyingSWidgetis constructed.

code: virtual void OnWidgetRebuilt()


code: void RegisterScrollRecipient ( const [UWidget](API\Runtime\UMG\Components\UWidget) & AnalogScrollRecipient )


description: Convenience methods for menu action registrations (anyUWidgetcan register via FCommonUIActionRouter directly, though generally that shouldn't be needed). Persistent bindings arealwayslistening for input while registered, while normal bindings are only listening when all of this widget's activatable parents are activated.

code: [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) RegisterUIActionBinding ( const [FBindUIActionArgs](API\Plugins\CommonUI\Input\FBindUIActionArgs) & BindActionArgs )


code: void RemoveActionBinding ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) ActionBinding )


description: Sets whether or not this widget will consume ALL pointer input that reaches it

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonUserWidget) void SetConsumePointerInput ( bool bInConsumePointerInput )


code: UCommonUserWidget ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonUserWidget

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=UI, Meta=(Category="Common UI", DisableNativeTick)) class UCommonUserWidget : public [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget)

bDisplayInActionBar

description: True to generally display this widget's actions in the action bar, assuming it has actions.


code: void UnregisterScrollRecipient ( const [UWidget](API\Runtime\UMG\Components\UWidget) & AnalogScrollRecipient )


code: const [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) & GetMediaPlayer() const


code: virtual void HandleMediaPlayerEvent ( EMediaEvent EventType )


code: virtual void PlaybackTick ( double InCurrentTime, float InDeltaTime )


code: virtual void PostInitProperties()


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: void Seek ( float PlaybackTime )


code: void SetIsMuted ( bool bInIsMuted )


code: void SetLooping ( bool bShouldLoopPlayback )


code: void SetPlaybackRate ( float PlaybackRate )


code: void SetVideo ( [UMediaSource](API\Runtime\MediaAssets\UMediaSource) * NewVideo )


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


code: UCommonVideoPlayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: UCommonVideoPlayer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=UI, Meta=(Category="Common UI")) class UCommonVideoPlayer : public [UWidget](API\Runtime\UMG\Components\UWidget)


className: FOnActiveWidgetIndexChanged

code: typedef TMulticastDelegate_OneParam< void, int32 > FOnActiveWidgetIndexChanged


description: Gets the palette category of the widget

code: virtual GetPaletteCategory()


description: UPanelWidget.

code: virtual GetSlotClass() const


code: OnActiveWidgetIndexChanged() const


code: virtual OnWidgetRebuilt()


description: Called when a property on this object has been modified externally

code: virtual PostEditChangeProperty()


code: virtual SynchronizeProperties()


code: virtual SetActiveWidgetIndex_Internal()


description: Called at the end of Widget Blueprint compilation. Allows UMG elements to evaluate their default states and determine whether they are acceptable. To trigger compilation failure, add an error to the log. Warnings and notes will be visible, but will not cause compiles to fail.


className: UCommonVisibilitySwitcher

description: Basic switcher that toggles visibility on its children to only show one widget at a time. Activates visible widget if possible.


description: Builds the underlying FSlot for the Slate layout panel.

code: virtual void BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SOverlay](API\Runtime\SlateCore\Widgets\SOverlay) > InOverlay )


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SBox](API\Runtime\Slate\Widgets\Layout\SBox) > & GetVisibilityBox() const


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: void SetSlotVisibility ( ESlateVisibility Visibility )


code: UCommonVisibilitySwitcherSlot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: UCommonVisibilitySwitcherSlot

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonVisibilitySwitcherSlot : public [UOverlaySlot](API\Runtime\UMG\Components\UOverlaySlot)


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void SynchronizeProperties()


code: UCommonVisualAttachment ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonVisualAttachment

description: Adds a widget as a zero-size attachment to another. Think icons to the left of labels, without changing the computed size of the label.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=UI, Meta=(Category="Common UI")) class UCommonVisualAttachment : public [USizeBox](API\Runtime\UMG\Components\USizeBox)


code: bool AutoScrollCallback ( float DeltaTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Carousel") void BeginAutoScrolling ( float ScrollInterval )


description: Gets the slot index of the currently active widget

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Carousel") int32 GetActiveWidgetIndex() const


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


description: UPanelWidget.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSlotClass() const


description: Get a widget at the provided index

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Carousel") [UWidget](API\Runtime\UMG\Components\UWidget) * GetWidgetAtIndex ( int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Carousel") void NextPage()


code: void HandlePageChanged ( int32 PageIndex )


code: virtual void OnDescendantDeselectedByDesigner ( [UWidget](API\Runtime\UMG\Components\UWidget) * DescendantWidget )


code: virtual void OnDescendantSelectedByDesigner ( [UWidget](API\Runtime\UMG\Components\UWidget) * DescendantWidget )


code: virtual void OnSlotAdded ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * InSlot )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OnGenerateWidgetForCarousel ( [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot) * PanelSlot )


code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


description: Activates the widget and makes it the active index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Carousel") virtual void SetActiveWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Activates the widget at the specified index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Carousel") virtual void SetActiveWidgetIndex ( int32 Index )


code: virtual void SynchronizeProperties()


code: UCommonWidgetCarousel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonWidgetCarousel

description: A widget switcher is like a tab control, but without tabs. At most one widget is visible at time.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UCommonWidgetCarousel : public [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget)

ActiveWidgetIndex

description: The slot index to display

CachedSlotWidgets

type: TArray<TShared...

MyCommonWidgetCarousel

type: TSharedPtr<SWi...

OnCurrentPageIndexChanged

type: FOnCurrentPageI...


description: Gets the palette category of the widget

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) GetPaletteCategory()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void HandlePageChanged ( [UCommonWidgetCarousel](API\Plugins\CommonUI\UCommonWidgetCarousel) * CommonCarousel, int32 PageIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void HandleButtonClicked ( [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase) * AssociatedButton, int32 ButtonIndex )


code: UCommonWidgetCarouselNavBar ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommonWidgetCarouselNavBar

description: A Navigation control for a Carousel

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UCommonWidgetCarouselNavBar : public [UWidget](API\Runtime\UMG\Components\UWidget)

ButtonGroup

type: TObjectPtr<UCo...

Buttons

type: TArray<TObject...

ButtonWidgetType

type: TSubclassOf<UC...

MyContainer

type: TSharedPtr<SHo...


code: void HandleInputMethodChanged ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) input )


description: Establishes the Widget Carousel instance that this Nav Bar should interact with

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CarouselNavBar") void SetLinkedCarousel ( [UCommonWidgetCarousel](API\Plugins\CommonUI\UCommonWidgetCarousel) * CommonCarousel )


code: void ListenToInputMethodChanged ( bool bListen )


description: BeginUWidget.

code: virtual void OnWidgetRebuilt()


code: UDEPRECATED_UCommonVisibilityWidgetBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: A container that controls visibility based on Input type and Platform

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Deprecated) class UDEPRECATED_UCommonVisibilityWidgetBase : public [UCommonBorder](API\Plugins\CommonUI\UCommonBorder)

HiddenType

type: ESlateVisibilit...

VisibilityControls

type: TMap<FName, bo...


code: void BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SLoadGuard](API\Plugins\CommonUI\SLoadGuard) > InLoadGuard )


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Layout|LoadGuard Slot") void SetHorizontalAlignment ( EHorizontalAlignment InHorizontalAlignment )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetRegisteredPlatforms()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Layout|LoadGuard Slot") void SetPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InPadding )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Layout|LoadGuard Slot") void SetVerticalAlignment ( EVerticalAlignment InVerticalAlignment )


description: Applies all properties to the live slot if possible.

code: virtual void SynchronizeProperties()


className: ULoadGuardSlot

description: Virtually identical to aUBorderSlot, but unfortunately that assumes (fairly) that its parent widget is aUBorder.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULoadGuardSlot : public [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot)


className: Bit

description: Post-load initialized bit corresponding to this binary state


description: Called on widget registration to correctly initialize widget state based on the current widget

code: virtual bool GetRegisteredWidgetState ( const [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget ) const


description: Called once during WidgetStateSettings initialization to get this widget state's name

code: virtual [FName](API\Runtime\Core\UObject\FName) GetStateName() const


description: Called to give CDO chance to initialize any static state bitfields that might be declared for convenience

code: virtual void InitializeStaticBitfields() const


className: StateName

code: static const [FName](API\Runtime\Core\UObject\FName) StateName = FName("Locked");


className: UWidgetLockedStateRegistration

UWidgetStateSettings

type: friend


description: Adds an activatable widget to the container. See BP_AddWidget for more info.

code: template<typename ActivatableWidgetT> ActivatableWidgetT * AddWidget ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) > ActivatableWidgetClass )


description: Generates (either creates or pulls from the inactive pool) instance of the given widget class and adds it to the container. The provided lambda is called after the instance has been generated and before it is actually added to the container. So if you've got setup to do on the instance before it potentially activates, the lambda is the place to do it.

code: template<typename ActivatableWidgetT> ActivatableWidgetT * AddWidget ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) > ActivatableWidgetClass, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(ActivatableWidgetT &)> InstanceInitFunc )


description: NOTE: In general, it isstronglyrecommended that you opt for the class-based AddWidget above. This one is mostly just here for legacy support.

code: void AddWidgetInstance ( [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) & ActivatableWidget )


className: FOnDisplayedWidgetChanged

code: class FOnDisplayedWidgetChanged : public TBaseMulticastDelegate_OneParam< void, UCommonActivatableWidget * >


className: FTransitioningChanged

code: class FTransitioningChanged : public TBaseMulticastDelegate_TwoParams< void, UCommonActivatableWidgetContainerBase *, bool >


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ActivatableWidgetContainer) float GetTransitionDuration() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) * > & GetWidgetList() const


code: virtual void OnWidgetAddedToList ( [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) & AddedWidget )


description: Function called after the underlyingSWidgetis constructed.

code: virtual void OnWidgetRebuilt()


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: void RemoveWidget ( [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) & WidgetToRemove )


code: UFUNCTION&40;BlueprintCallable, Category&61;ActivatableWidgetContainer&41; void RemoveWidget &40; UCommonActivatableWidget &42; WidgetToRemove &41;


code: void SetSwitcherIndex ( int32 TargetIndex, bool bInstantTransition )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ActivatableWidgetContainer) void SetTransitionDuration ( float Duration )


code: UCommonActivatableWidgetContainerBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Initializer )


className: UCommonActivatableWidgetQueue

description: A display queue of ActivatableWidget elements.


className: UCommonActivatableWidgetContainerBase

description: Base of widgets built to manage N activatable widgets, displaying one at a time. Intentionally meant to be black boxes that do not expose child/slot modification like a normal panel widget.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UCommonActivatableWidgetContainerBase : public [UWidget](API\Runtime\UMG\Components\UWidget)

GeneratedWidgetsPool

type: FUserWidgetPool

MyInputGuard

type: TSharedPtr<SSp...

MyOverlay

type: TSharedPtr<SOv...

MySwitcher

type: TSharedPtr<SCo...

OnTransitioningChanged

type: FTransitioningC...

TransitionCurveType

type: ETransitionCurv...

description: The curve function type to apply to the transition animation

TransitionDuration

type: float

description: The total duration of a single transition between widgets

TransitionType

type: ECommonSwitcher...

description: The type of transition to play between widgets


code: [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) * GetRootContent() const


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


className: UCommonActivatableWidgetStack

description: A display stack of ActivatableWidget elements.


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

module: CommonUIEditor

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FCommonUIEditorModule

code: class FCommonUIEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: UCommonGenericInputActionDataTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonGenericInputActionDataTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Called when a property on this object has been modified externally

module: Composure

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Sets whether distortion should be applied or not

code: void SetApplyDistortion ( bool bInApplyDistortion )


description: Set the Lens Component this CG layer will use to drive distortion on the scene capture

code: void SetLens ( [ULensComponent](API\Plugins\CameraCalibrationCore\ULensComponent) * InLens )


description: Update the state of the Lens Distortion Data Handler, and updates or removes the Distortion MID from the SceneCaptureComponent's post process materials, depending on whether distortion should be applied


description: Default constructor

code: ACompositingCaptureBase()


className: ACompositingCaptureBase

description: Base class for CG Compositing Elements

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class ACompositingCaptureBase : public [ACompositingElement](API\Plugins\Composure\ACompositingElement)

bApplyDistortion

type: bool

description: Whether to apply distortion as a post-process effect on this CG Layer

LastDistortionMID

type: TObjectPtr<UMa...

description: Cached distortion MID produced by the Lens Distortion Handler, used to clean up the post-process materials in the case that the the MID changes

LensComponentPicker

type: FComponentRefer...

description: A component reference (customized) that allows the user to specify a component that this controller should control

OriginalFocalLength

description: Focal length of the target camera before any overscan has been applied

OverscanFactor

description: Value used to augment the FOV of the scene capture to produce a CG image with enough data to distort

type: TObjectPtr<USc...

description: Component used to generate the scene capture for this CG Layer


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Input", Meta=(DeterminesOutputType="OutputType", BlueprintProtected)) [UCompositingElementOutput](API\Plugins\Composure\CompositingElements\UCompositingElementOutput) * AddNewOutputPass ( [FName](API\Runtime\Core\UObject\FName) PassName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementOutput](API\Plugins\Composure\CompositingElements\UCompositingElementOutput) > OutputType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Input", Meta=(DeterminesOutputType="InputType", BlueprintProtected)) [UCompositingElementInput](API\Plugins\Composure\CompositingElements\UCompositingElementInput) * AddNewInputPass ( [FName](API\Runtime\Core\UObject\FName) PassName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementInput](API\Plugins\Composure\CompositingElements\UCompositingElementInput) > InputType )


code: template<class T> T * AddNewPass ( [FName](API\Runtime\Core\UObject\FName) PassName, [ECompPassConstructionType](API\Plugins\Composure\ECompPassConstructionType) ConstructedBy )


code: [UCompositingElementPass](API\Plugins\Composure\CompositingElements\UCompositingElementPass) * AddNewPass ( [FName](API\Runtime\Core\UObject\FName) PassName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementPass](API\Plugins\Composure\CompositingElements\UCompositingElementPass) > PassType, [ECompPassConstructionType](API\Plugins\Composure\ECompPassConstructionType) ConstructedBy )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Input", Meta=(DeterminesOutputType="TransformType", BlueprintProtected)) [UCompositingElementTransform](API\Plugins\Composure\CompositingElements\UCompositingElementTransform) * AddNewTransformPass ( [FName](API\Runtime\Core\UObject\FName) PassName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementTransform](API\Plugins\Composure\CompositingElements\UCompositingElementTransform) > TransformType )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description:
Create a new input pass into the public list which directly shows in the editor.
CompositingElementInput The newly created input pass object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Pass", Meta=(DeterminesOutputType="InputType")) [UCompositingElementInput](API\Plugins\Composure\CompositingElements\UCompositingElementInput) * CreateNewInputPass ( [FName](API\Runtime\Core\UObject\FName) PassName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementInput](API\Plugins\Composure\CompositingElements\UCompositingElementInput) > InputType )


description:
Create a new Output pass into the public list which directly shows in the editor.
CompositingElementOutput The newly created output pass object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Pass", Meta=(DeterminesOutputType="OutputType")) [UCompositingElementOutput](API\Plugins\Composure\CompositingElements\UCompositingElementOutput) * CreateNewOutputPass ( [FName](API\Runtime\Core\UObject\FName) PassName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementOutput](API\Plugins\Composure\CompositingElements\UCompositingElementOutput) > OutputType )


description:
Delete a specific pass. This function deals with the public list where deletion is directly reflected in the editor.
bool Whether the delete operation is successful or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Pass") bool DeletePass ( [UCompositingElementPass](API\Plugins\Composure\CompositingElements\UCompositingElementPass) * PassToDelete )


description:
Create a new Transform pass into the public list which directly shows in the editor.
CompositingElementTransform The newly created transform pass object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Pass", Meta=(DeterminesOutputType="TransformType")) [UCompositingElementTransform](API\Plugins\Composure\CompositingElements\UCompositingElementTransform) * CreateNewTransformPass ( [FName](API\Runtime\Core\UObject\FName) PassName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementTransform](API\Plugins\Composure\CompositingElements\UCompositingElementTransform) > TransformType )


code: bool DetatchAsChildLayer ( [ACompositingElement](API\Plugins\Composure\ACompositingElement) * Child )


code: virtual void EnqueueRendering_Implementation ( bool bCameraCutThisFrame )


code: bool AttachAsChildLayer ( [ACompositingElement](API\Plugins\Composure\ACompositingElement) * Child )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure", Meta=(DeterminesOutputType="InputType")) [UCompositingElementInput](API\Plugins\Composure\CompositingElements\UCompositingElementInput) * FindInputPass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementInput](API\Plugins\Composure\CompositingElements\UCompositingElementInput) > InputType, [UTexture](API\Runtime\Engine\Engine\UTexture) *& PassResult, [FName](API\Runtime\Core\UObject\FName) OptionalPassName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure", Meta=(DeterminesOutputType="OutputType")) [UCompositingElementOutput](API\Plugins\Composure\CompositingElements\UCompositingElementOutput) * FindOutputPass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementOutput](API\Plugins\Composure\CompositingElements\UCompositingElementOutput) > OutputType, [FName](API\Runtime\Core\UObject\FName) OptionalPassName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") [UTexture](API\Runtime\Engine\Engine\UTexture) * FindNamedRenderResult ( [FName](API\Runtime\Core\UObject\FName) PassName, bool bSearchSubElements )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure", Meta=(DeterminesOutputType="TransformType")) [UCompositingElementTransform](API\Plugins\Composure\CompositingElements\UCompositingElementTransform) * FindTransformPass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementTransform](API\Plugins\Composure\CompositingElements\UCompositingElementTransform) > TransformType, [UTexture](API\Runtime\Engine\Engine\UTexture) *& PassResult, [FName](API\Runtime\Core\UObject\FName) OptionalPassName )


className: FOnCompElementConstructed

code: typedef TMulticastDelegate_OneParam< void, [ACompositingElement](API\Plugins\Composure\ACompositingElement) * > FOnCompElementConstructed


className: FOnFinalPassRendered

description: Called when this comp shot element has rendered its final output

code: typedef TMulticastDelegate_TwoParams< void, [ACompositingElement](API\Plugins\Composure\ACompositingElement) *, [UTexture](API\Runtime\Engine\Engine\UTexture) * > FOnFinalPassRendered


className: FOnTransformPassRendered

description: Called when this comp shot element has rendered one of its internal transform passes

code: typedef TMulticastDelegate_ThreeParams< void, [ACompositingElement](API\Plugins\Composure\ACompositingElement) *, [UTexture](API\Runtime\Engine\Engine\UTexture) *, [FName](API\Runtime\Core\UObject\FName) > FOnTransformPassRendered


className: FSharedTargetPoolPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FCompElementRenderTargetPool > FSharedTargetPoolPtr


code: virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * GetColorPickerDisplayImage()


description:
Get the first level of current element's child composure elements.
TArrayThe array containing all the first level children without any grandchildren.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Element") const [TArray](API\Runtime\Core\Containers\TArray)< [ACompositingElement](API\Plugins\Composure\ACompositingElement) * > GetChildElements() const


code: virtual [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetColorPickerTarget()


description: Return theFNameof the composure element object