className: ICommonActionHandlerInterface

code: class ICommonActionHandlerInterface


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

module: CommonUI

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


className: ICommonMappingContextMetadataInterface


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Common Poolable Widget") void OnAcquireFromPool()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Common Poolable Widget") void OnReleaseToPool()


description: The common input manager calls this for any object implementing this interface

code: bool HandleHoldInput ( int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) KeyPressed, EInputEvent EventType, bool & bPassThrough )


className: ICommonPoolableWidgetInterface

description: Widget pool, if implemented WidgetFactory will attempt to reuse implementing widget objects.

code: class ICommonPoolableWidgetInterface


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [ICommonUIModule](API\Plugins\CommonUI\ICommonUIModule) & Get()


description: reference to CommonUI Editor settings

code: static [UCommonUIEditorSettings](API\Plugins\CommonUI\UCommonUIEditorSettings) & GetEditorSettings()


code: [UCommonUIEditorSettings](API\Plugins\CommonUI\UCommonUIEditorSettings) * GetEditorSettingsInstance() const


description: Lazy Load Priority.


description: reference to CommonUI settings

code: static [UCommonUISettings](API\Plugins\CommonUI\UCommonUISettings) & GetSettings()


code: [UCommonUISettings](API\Plugins\CommonUI\UCommonUISettings) * GetSettingsInstance() const


description: Streamable Management.

code: [FStreamableManager](API\Runtime\Engine\Engine\FStreamableManager) & GetStreamableManager() const


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: ICommonUIModule

description: Interface for the purchase flow module.

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


className: EProcessHoldActionResult

code: enum EProcessHoldActionResult { Handled, GeneratePress, Unhandled, }


className: ERouteUIInputResult

code: enum ERouteUIInputResult { Handled, BlockGameInput, Unhandled, }


className: FActivatableTreeNodePtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FActivatableTreeNode > FActivatableTreeNodePtr


className: FActivatableTreeNodeRef

code: typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FActivatableTreeNode > FActivatableTreeNodeRef


className: FActivatableTreeRootPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FActivatableTreeRoot > FActivatableTreeRootPtr


className: FActivatableTreeRootRef

code: typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FActivatableTreeRoot > FActivatableTreeRootRef


code: [TOptional](API\Runtime\Core\IO\TOptional)< uint8 > GetMetadataEnum() const


code: FActivationMetadata ( uint8 InMetadataEnum )


className: FActivationMetadata

description: Bydefault only has an enum for this metadata.

code: struct FActivationMetadata


code: bool ActionHasHoldMappings() const


className: FOnHoldActionProgressed

description: If the bound action has any hold mappings, this will fire each frame while held. Has no bearing on actual execution and wholly irrelevant for non-hold actions

code: typedef TBaseDelegate_OneParam< void, float > FOnHoldActionProgressed


className: FOnHoldActionPressed

description: If the bound action has any hold mappings, this will fire when the hold begins. Has no bearing on actual execution and wholly irrelevant for non-hold actions

code: typedef TBaseDelegate_NoParams< void > FOnHoldActionPressed


className: FOnHoldActionReleased

description: If the bound action has any hold mappings, this will fire when the hold is interrupted. Has no bearing on actual execution and wholly irrelevant for non-hold actions

code: typedef TBaseDelegate_NoParams< void > FOnHoldActionReleased


code: FBindUIActionArgs ( [FUIActionTag](API\Plugins\CommonUI\FUIActionTag) InActionTag, const FSimpleDelegate & InOnExecuteAction )


description: : Rename non-legacy in 5.3. We no longer have any active plans to remove data tables inCommonUI.

code: FBindUIActionArgs ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InLegacyActionTableRow, const FSimpleDelegate & InOnExecuteAction )


code: FBindUIActionArgs ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InInputAction, const FSimpleDelegate & InOnExecuteAction )


code: FBindUIActionArgs ( [FUIActionTag](API\Plugins\CommonUI\FUIActionTag) InActionTag, bool bShouldDisplayInActionBar, const FSimpleDelegate & InOnExecuteAction )


code: FBindUIActionArgs ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InLegacyActionTableRow, bool bShouldDisplayInActionBar, const FSimpleDelegate & InOnExecuteAction )


code: FBindUIActionArgs ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InInputAction, bool bShouldDisplayInActionBar, const FSimpleDelegate & InOnExecuteAction )


className: FBindUIActionArgs

code: struct FBindUIActionArgs

ActionTag

type: FUIActionTag

bConsumeInput

type: bool

description: True to have this binding consume the triggering key input.

bDisplayInActionBar

description: Whether this binding can/should be displayed in a CommonActionBar (if one exists)

bForceHold

description: True implies we will add default hold times if the current action is not a hold action

bIsPersistent

description: A persistent binding is always registered and will be executed regardless of the activation status of the binding widget's parentage.

InputAction

type: TWeakObjectPtr<...

InputMode

type: ECommonInputMod...

KeyEvent

type: EInputEvent

LegacyActionTableRow

type: FDataTableRowHa...

OnExecuteAction

type: FSimpleDelegate

OnHoldActionPressed

type: FOnHoldActionPr...

OnHoldActionReleased

type: FOnHoldActionRe...

OverrideDisplayName

type: FText

description: Optional display name to associate with this binding instead of the default


code: virtual bool CanReleaseMouseCapture() const


code: FVector2D ClampPositionToViewport ( const FVector2D & InPosition ) const


code: template<typename AnalogCursorT> static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< AnalogCursorT > CreateAnalogCursor ( const [UCommonUIActionRouterBase](API\Plugins\CommonUI\Input\UCommonUIActionRouterBase) & InActionRouter )


code: virtual EOrientation DetermineScrollOrientation ( const [UWidget](API\Runtime\UMG\Components\UWidget) & Widget ) const


className: EShoulderButtonFlags

code: enum EShoulderButtonFlags { None = 0, LeftShoulder = 1 << 0, RightShoulder = 1 << 1, LeftTrigger = 1 << 2, RightTrigger = 1 << 3, All = LeftShoulder | RightShoulder | LeftTrigger | RightTrigger, }


code: virtual int32 GetOwnerUserIndex() const


code: [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GetViewportClient() const


description: Analog axis input

code: virtual bool HandleAnalogInputEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogInputEvent )


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


description: Key down input

code: virtual bool HandleKeyDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Key up input

code: virtual bool HandleKeyUpEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Mouse button press

code: virtual bool HandleMouseButtonDownEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse button release

code: virtual bool HandleMouseButtonUpEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Mouse movement input

code: virtual bool HandleMouseMoveEvent ( [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual bool IsAnalogMovementEnabled() const


description: A ridiculous function name, but we have this exact question in a few places. We don't care about input while our owning player's game viewport isn't involved in the focus path, but we also want to hold off doing anything while that game viewport has full capture. So we need that "relevant, but not exclusive" sweet spot.


code: bool IsInViewport ( const FVector2D & Position ) const


code: virtual bool IsRelevantInput ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & KeyEvent ) const


code: virtual bool IsRelevantInput ( const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & AnalogInputEvent ) const


code: virtual void RefreshCursorSettings()


code: virtual void RefreshCursorVisibility()


code: void SetCursorMovementStick ( EAnalogStick InCursorMovementStick )


code: void SetNormalizedCursorPosition ( const FVector2D & RelativeNewPosition )


code: virtual void ShouldHandleRightAnalog ( bool bInShouldHandleRightAnalog )


code: virtual void Tick ( const float DeltaTime, [FSlateApplication](API\Runtime\Slate\Framework\Application\FSlateApplication) & SlateApp, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICursor](API\Runtime\ApplicationCore\GenericPlatform\ICursor) > Cursor )


code: FCommonAnalogCursor ( const [UCommonUIActionRouterBase](API\Plugins\CommonUI\Input\UCommonUIActionRouterBase) & InActionRouter )


className: FCommonAnalogCursor

description: Introduces a separate focus-driven mode of operation, wherein the cursor is made invisible and automatically updated to be centered over whatever widget is currently focused (except the game viewport - we completely hide it then)

code: class FCommonAnalogCursor : public [FAnalogCursor](API\Runtime\Slate\Framework\Application\FAnalogCursor)

ActionRouter

type: constUCommonUI...

description: Knowingly unorthodox member reference to aUObject- ok because we are a subobject of the owning router and will never outlive it.

ActiveInputMethod

type: ECommonInputTyp...


className: FCommonAnalogCursorSettings

CursorAcceleration

type: float

PreprocessorPriority

description: The registration priority of the analog cursor preprocessor.


className: AllRegistrationsByHandle

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUIActionBinding](API\Plugins\CommonUI\Input\FUIActionBinding) > > AllRegistrationsByHandle;


code: void BeginRollback ( float TargetHoldRollbackTime, float HoldTime, [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) BindingHandle )


code: static void CleanRegistrations()


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUIActionBinding](API\Plugins\CommonUI\Input\FUIActionBinding) > FindBinding ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) Handle )


className: CurrentHoldActionKeys

description: All keys currently being tracked for a hold action.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FKey](API\Runtime\InputCore\FKey), [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) > CurrentHoldActionKeys;


code: typedef TMulticastDelegate_NoParams< void > FOnHoldActionPressed


className: FOnHoldActionProgressedMulticast

code: typedef TMulticastDelegate_OneParam< void, float > FOnHoldActionProgressedMulticast


code: typedef TMulticastDelegate_NoParams< void > FOnHoldActionReleased


code: [FCommonInputActionDataBase](API\Plugins\CommonUI\FCommonInputActionDataBase) * GetLegacyInputActionData() const


className: IdCounter

code: static int32 IdCounter = 0;


code: bool operator== ( const [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) & OtherHandle ) const


code: [EProcessHoldActionResult](API\Plugins\CommonUI\Input\EProcessHoldActionResult) ProcessHoldInput ( [ECommonInputMode](API\Plugins\CommonInput\ECommonInputMode) ActiveInputMode, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent InputEvent )


code: bool ProcessNormalInput ( [ECommonInputMode](API\Plugins\CommonInput\ECommonInputMode) ActiveInputMode, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent InputEvent )


code: static [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) TryCreate ( const [UWidget](API\Runtime\UMG\Components\UWidget) & InBoundWidget, const [FBindUIActionArgs](API\Plugins\CommonUI\Input\FBindUIActionArgs) & BindArgs )


code: bool UpdateHold ( float TargetHoldTime )


code: FUIActionBinding ( const [FUIActionBinding](API\Plugins\CommonUI\Input\FUIActionBinding) & )


code: FUIActionBinding ( [FUIActionBinding](API\Plugins\CommonUI\Input\FUIActionBinding) && )


code: FUIActionBinding &40; const UWidget & InBoundWidget, const FBindUIActionArgs & BindArgs &41;


className: FUIActionBinding

code: struct FUIActionBinding

ActionName

type: FName

Handle

type: FUIActionBindin...

HoldMappings

type: TArray<FUIActi...

OwningCollection

type: TWeakPtr< FActi...


code: const [UWidget](API\Runtime\UMG\Components\UWidget) * GetBoundWidget() const


code: bool operator== ( const [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) & Other ) const


code: bool operator!= ( const [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) & Other ) const


description: CallsResetHold()on the Action Binding, which in turn resets the hold progress to 0.0

code: void ResetHold()


description: Should not be called often as broadcastsUCommonUIActionRouterBase::OnBoundActionsUpdatedevent

code: void SetDisplayName ( const [FText](API\Runtime\Core\Internationalization\FText) & DisplayName )


code: FUIActionBindingHandle &40; int32 InRegistrationId &41;


className: FUIActionBindingHandle

code: struct FUIActionBindingHandle


code: FUIActionKeyMapping ( [FKey](API\Runtime\InputCore\FKey) InKey, float InHoldTime, float InHoldRollbackTime )


className: FUIActionKeyMapping

HoldRollbackTime

description: Time (in seconds) for hold progress to go from 1.0 (completed) to 0.0.

HoldTime

description: How long must the key be held down for the action to be executed?

Key

type: FKey

description: A key that triggers this action


className: FUIInputAction

ActionTag

type: FUIActionTag

description: The UI.Action tag that acts as the universal identifier of this action.

DefaultDisplayName

description: Whenever a UI input action is bound, an override display name can optionally be provided.

KeyMappings

description: All key mappings that will trigger this action


code: bool operator== ( const [FUIInputConfig](API\Plugins\CommonUI\Input\FUIInputConfig) & Other ) const


code: bool operator!= ( const [FUIInputConfig](API\Plugins\CommonUI\Input\FUIInputConfig) & Other ) const


description: Simplification of config as string


code: FUIInputConfig ( [ECommonInputMode](API\Plugins\CommonInput\ECommonInputMode) InInputMode, EMouseCaptureMode InMouseCaptureMode, bool bInHideCursorDuringViewportCapture )


className: FUIInputConfig

description: Input Config that can be applied on widget activation. Allows for input setup (Mouse capture, UI-only input, move / look ignore, etc), to be controlled by widget activation.

bHideCursorDuringViewportCapture

type: bool

MouseCaptureMode

type: EMouseCaptureMo...


code: void SetRepresentedAction ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) InBindingHandle )


className: ICommonBoundActionButtonInterface

description: Interface for runtime bindable action buttons. Allows button widget to be used by CommonBoundActionBar.

code: class ICommonBoundActionButtonInterface


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description:
Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise

code: virtual bool IsTickableWhenPaused() const


code: virtual void NativeOnActionButtonCreated ( [ICommonBoundActionButtonInterface](API\Plugins\CommonUI\Input\ICommonBoundActionButtonInterfac-) * ActionButton, const [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) & RepresentedAction )


description: Function called after the underlyingSWidgetis constructed.

code: virtual void OnWidgetRebuilt()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonBoundActionBar) void SetDisplayOwningPlayerActionsOnly ( bool bShouldOnlyDisplayOwningPlayerActions )


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()


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


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.

code: virtual void ValidateCompiledDefaults ( [IWidgetCompilerLog](API\Runtime\UMG\Editor\IWidgetCompilerLog) & CompileLog ) const


className: UCommonBoundActionBar

description: A box populated with current actions available perCommonUI's Input Handler.

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


description: Allows derived classes to take action when the current text style has changed


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Common Bound Action") void OnUpdateInputAction()


code: virtual void SetRepresentedAction ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) InBindingHandle )


description: Helper function to update the associated input action widget, if any, based upon the state of the button

code: virtual void UpdateInputActionWidget()


className: UCommonBoundActionButton

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Meta=(DisableNativeTick)) class UCommonBoundActionButton : public [UCommonButtonBase](API\Plugins\CommonUI\UCommonButtonBase), public [ICommonBoundActionButtonInterface](API\Plugins\CommonUI\Input\ICommonBoundActionButtonInterfac-)

type: TObjectPtr<UCo...


className: UCommonBoundActionButtonInterface

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


code: UCommonGenericInputActionDataTable()


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()


className: UCommonGenericInputActionDataTable

description: Overrides postload to allow for derived classes to perform code-level changes to the datatable. Ex: Per-platform edits. Allows modification of datatable data without checking out the data table asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UCommonGenericInputActionDataTable : public [UDataTable](API\Runtime\Engine\Engine\UDataTable)


code: virtual void ProcessInputActions ( [UCommonGenericInputActionDataTable](API\Plugins\CommonUI\Input\UCommonGenericInputActionDataTab-) * InputActionDataTable )


code: UCommonInputActionDataProcessor()


className: UCommonInputActionDataProcessor

description: Derive from to process common input action datatable

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UCommonInputActionDataProcessor : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual void ApplyUIInputConfig ( const [FUIInputConfig](API\Plugins\CommonUI\Input\FUIInputConfig) & NewConfig, bool bForceRefresh )


code: void AddBinding ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) Binding )


code: bool CanProcessNormalGameInput() const


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Searches up theSWidgettree until it finds the nearestUCommonActivatableWidget

code: static [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) * FindOwningActivatable ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Widget, [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * OwningLocalPlayer )


className: FOnActivationMetadataChanged

code: class FOnActivationMetadataChanged : public TBaseMulticastDelegate_OneParam< void, FActivationMetadata >


className: FOnActiveInputModeChanged

code: class FOnActiveInputModeChanged : public TBaseMulticastDelegate_OneParam< void, ECommonInputMode >


code: [TArray](API\Runtime\Core\Containers\TArray)< const [UWidget](API\Runtime\UMG\Components\UWidget) * > GatherActiveAnalogScrollRecipients() const


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


code: static [UCommonUIActionRouterBase](API\Plugins\CommonUI\Input\UCommonUIActionRouterBase) * Get ( const [UWidget](API\Runtime\UMG\Components\UWidget) & ContextWidget )


code: [ECommonInputMode](API\Plugins\CommonInput\ECommonInputMode) GetActiveInputMode ( [ECommonInputMode](API\Plugins\CommonInput\ECommonInputMode) DefaultInputMode ) const


code: EMouseCaptureMode GetActiveMouseCaptureMode ( EMouseCaptureMode DefaultMouseCapture ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FCommonAnalogCursor](API\Plugins\CommonUI\Input\FCommonAnalogCursor) > GetCommonAnalogCursor() const


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


code: int32 GetLocalPlayerIndex() const


description: Implement this for initialization of instances of the system

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


code: bool IsPendingTreeChange() const


code: bool IsWidgetInActiveRoot ( const [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) * Widget ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FCommonAnalogCursor](API\Plugins\CommonUI\Input\FCommonAnalogCursor) > MakeAnalogCursor() const


code: void NotifyUserWidgetConstructed ( const [UCommonUserWidget](API\Plugins\CommonUI\UCommonUserWidget) & Widget )


code: void NotifyUserWidgetDestructed ( const [UCommonUserWidget](API\Plugins\CommonUI\UCommonUserWidget) & Widget )


code: FSimpleMulticastDelegate & OnBoundActionsUpdated() const


code: virtual void PostAnalogCursorCreate()


code: [ERouteUIInputResult](API\Plugins\CommonUI\Input\ERouteUIInputResult) ProcessInput ( [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent InputEvent ) const


code: bool RegisterLinkedPreprocessor ( const [UWidget](API\Runtime\UMG\Components\UWidget) & Widget, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IInputProcessor](API\Runtime\Slate\Framework\Application\IInputProcessor) > & InputPreprocessor, int32 DesiredIndex )


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


code: virtual [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) RegisterUIActionBinding ( const [UWidget](API\Runtime\UMG\Components\UWidget) & Widget, const [FBindUIActionArgs](API\Plugins\CommonUI\Input\FBindUIActionArgs) & BindActionArgs )


code: void RemoveBinding ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) Binding )


code: virtual void SetActiveRoot ( FActivatableTreeRootPtr NewActiveRoot )


description: Sets Input Config

code: void SetActiveUIInputConfig ( const [FUIInputConfig](API\Plugins\CommonUI\Input\FUIInputConfig) & NewConfig, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InConfigSource )


code: void SetForceResetActiveRoot ( bool bInForceResetActiveRoot )


description: Sets whether the underlying activatable tree system is enabled - when disabled, all we really do is process Persistent input actions

code: virtual void SetIsActivatableTreeEnabled ( bool bInIsTreeEnabled )


code: bool ShouldAlwaysShowCursor() const


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 UnregisterScrollRecipient ( const [UWidget](API\Runtime\UMG\Components\UWidget) & ScrollableWidget )


code: void UpdateLeafNodeAndConfig ( FActivatableTreeRootPtr DesiredRoot, FActivatableTreeNodePtr DesiredLeafNode )


className: UCommonUIActionRouterBase

description: Gathers input from external sources such as game viewport client and forwards them to widgets via activatable tree node representation.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCommonUIActionRouterBase : public [ULocalPlayerSubsystem](API\Runtime\Engine\Subsystems\ULocalPlayerSubsystem)

ActiveInputConfig

type: TOptional<FUII...

description: The currently applied UI input configuration

AnalogCursor

type: TSharedPtr<FCo...


code: const [FUIInputAction](API\Plugins\CommonUI\Input\FUIInputAction) * FindAction ( [FUIActionTag](API\Plugins\CommonUI\FUIActionTag) ActionTag ) const


code: static const [UCommonUIInputSettings](API\Plugins\CommonUI\Input\UCommonUIInputSettings) & Get()


code: const [FCommonAnalogCursorSettings](API\Plugins\CommonUI\Input\FCommonAnalogCursorSettings) & GetAnalogCursorSettings() const


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


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()


className: UCommonUIInputSettings

description: Project-wide input settings for UI input actions

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


description: Construct the widget.

code: void Construct ( const [SAnalogSlider::FArguments](API\Plugins\CommonUI\SAnalogSlider\FArguments) & InDeclaration )


description: Whether the slidable area should be indented to fit the handle.

code: WidgetArgsType & IndentHandle &40; const TAttribute< bool > & InAttribute &41;


description: Sometimes a slider should only be mouse-clickable and never keyboard focusable.

code: WidgetArgsType & IsFocusable &40; bool InArg &41;


description: Whether the handle is interactive or fixed.

code: WidgetArgsType & Locked &40; const TAttribute< bool > & InAttribute &41;


description: Invoked when the mouse is pressed and a capture begins.

code: WidgetArgsType & OnAnalogCapture &40; const FOnFloatValueChanged & InDelegate &41;


description: Invoked when the Controller is pressed and capture begins.

code: WidgetArgsType & OnControllerCaptureBegin &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the controller capture is released.

code: WidgetArgsType & OnControllerCaptureEnd &40; const FSimpleDelegate & InDelegate &41;


code: WidgetArgsType & OnMouseCaptureBegin &40; const FSimpleDelegate & InDelegate &41;


description: Invoked when the mouse is released and a capture ends.

code: WidgetArgsType & OnMouseCaptureEnd &40; const FSimpleDelegate & InDelegate &41;


description: Called when the value is changed by the slider.

code: WidgetArgsType & OnValueChanged &40; const FOnFloatValueChanged & InDelegate &41;


description: The slider's orientation.

code: WidgetArgsType & Orientation &40; EOrientation InArg &41;


description: The color to draw the slider bar in.

code: WidgetArgsType & SliderBarColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: The color to draw the slider handle in.

code: WidgetArgsType & SliderHandleColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: The input mode while using the controller.

code: WidgetArgsType & StepSize &40; const TAttribute< float > & InAttribute &41;


description: The style used to draw the slider.

code: WidgetArgsType & Style &40; const FSliderStyle &42; InArg &41;


description: A value that drives where the slider handle appears. Value is normalized between 0 and 1.

code: WidgetArgsType & Value &40; const TAttribute< float > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SAnalogSlider >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Input overrides, for adding controller input to the slider.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
Called when an analog value changes on a button that supports analog
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnAnalogValueChanged ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogInputEvent )


description:
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Called when navigation is requested e.g. Left Joystick, Direction Pad, Arrow Keys can generate navigation events.

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


code: void SetUsingGamepad ( bool InUsingGamepad )


className: SAnalogSlider

description: A Slate slider control is a linear scale and draggable handle.

code: class SAnalogSlider : public [SSlider](API\Runtime\Slate\Widgets\Input\SSlider)


code: void Construct ( const [FArguments](API\Plugins\CommonUI\SCommonButtonTableRow\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTableView, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & InChildWidget, [UListViewBase](API\Runtime\UMG\Components\UListViewBase) * InOwnerListView )


code: WidgetArgsType & bAllowDragging &40; bool InArg &41;


code: NamedSlotProperty< FArguments > Content&40;&41;


code: WidgetArgsType & OnHovered &40; const FOnRowHovered & InDelegate &41;


code: WidgetArgsType & OnUnhovered &40; const FOnRowHovered & InDelegate &41;


code: FArguments & operator&91;&93; &40; const TSharedRef< SWidget > & InChild &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SCommonButtonTableRow< ItemType > >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: virtual void InitializeObjectRow()


description:
Called when a mouse button is double clicked. Override this in derived classes.
Returns whether the event was handled, along with other possible actions

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


code: virtual void OnItemSelectionChanged ( bool bIsItemSelected )


description:
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.


description: We rely on the button to handle all of these things for us.

code: virtual void OnMouseEnter ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: The system will use this event to notify a widget that the cursor has left it. This event is uses a custom bubble strategy.

code: virtual void OnMouseLeave ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


className: SCommonButtonTableRow

description: ACommonUIversion of the object table row that is aware ofUCommonButtonBase. Instead of bothering with handling mouse events directly, we rely on the entry being a button itself and respond to events from it.

code: template<typename ItemType> class SCommonButtonTableRow : public [SObjectTableRow< ItemType >](API\Runtime\UMG\Slate\SObjectTableRow)


description: This is a near copy ofSScrollBox::OnNavigation. Ideally AppendFocusableChildren would be a virtual function in SScrollbox, but I don't have enough time to test functional changes to a core slate widget at the time of this writing. It was safer to isolate it. to this widget where I can test every case where it is used.


className: SCommonHierarchicalScrollBox

description: SScrollBoxcan scroll through an arbitrary number of widgets.

code: class SCommonHierarchicalScrollBox : public [SScrollBox](API\Runtime\Slate\Widgets\Layout\SScrollBox)


description:
KEY INPUT Called when focus is given to this widget. This event does not bubble.
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnFocusReceived ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description: Called when a touchpad touch is ended (finger lifted)

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchEnded ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description: Called when a touchpad touch is moved (finger moved)

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchMoved ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


className: SCommonListView

description: SCommonListView.

code: template<typename ItemType> class SCommonListView : public [SListView< ItemType >](API\Editor\UnrealEd\Editor\SListView)


description: Called when this widget loses focus. This event does not bubble.

code: virtual void OnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


className: SCommonTileView

code: template<typename ItemType> class SCommonTileView : public [STileView< ItemType >](API\Runtime\Slate\Widgets\Views\STileView)


className: SCommonTreeView

description: SCommonTreeView.

code: template<typename ItemType> class SCommonTreeView : public [STreeView< ItemType >](API\Editor\UnrealEd\STreeView)


className: ECommonSwitcherTransition

code: enum ECommonSwitcherTransition { FadeOnly, Horizontal, Vertical, Zoom, }


className: ETransitionCurve

code: enum ETransitionCurve { Linear, QuadIn, QuadOut, QuadInOut, CubicIn, CubicOut, CubicInOut, }


code: void Construct ( const [FArguments](API\Plugins\CommonUI\Slate\SCommonAnimatedSwitcher\FArguments) & InArgs )


code: WidgetArgsType & InitialIndex &40; int32 InArg &41;


code: WidgetArgsType & OnActiveIndexChanged &40; const FOnActiveIndexChanged & InDelegate &41;


code: WidgetArgsType & OnIsTransitioningChanged &40; const FOnIsTransitioningChanged & InDelegate &41;


code: WidgetArgsType & TransitionCurveType &40; ETransitionCurve InArg &41;


code: WidgetArgsType & TransitionDuration &40; float InArg &41;


code: typedef FArguments WidgetArgsType


code: WidgetArgsType & TransitionType &40; ECommonSwitcherTransition InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SCommonAnimatedSwitcher >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FOnIsTransitioningChanged

code: typedef TBaseDelegate_OneParam< void, bool > FOnIsTransitioningChanged


className: FOnActiveIndexChanged

code: typedef TBaseDelegate_OneParam< void, int32 > FOnActiveIndexChanged


code: [FSlot](API\Runtime\Slate\Widgets\Layout\SWidgetSwitcher\FSlot) * GetChildSlot ( int32 SlotIndex )


code: bool IsTransitionPlaying() const


description:
The widget should respond by populating the OutDrawElements array with FDrawElements that represent it and any of its children. Called by the non-virtual OnPaint to enforce pre/post conditions during OnPaint.
The maximum layer ID attained by this widget or any of its children.

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


code: void SetTransition ( float Duration, [ETransitionCurve](API\Plugins\CommonUI\Slate\ETransitionCurve) Curve )


code: void TransitionToIndex ( int32 NewWidgetIndex, bool bInstantTransition )


className: SCommonAnimatedSwitcher

code: class SCommonAnimatedSwitcher : public [SWidgetSwitcher](API\Runtime\Slate\Widgets\Layout\SWidgetSwitcher)


className: TransitionCurveToCurveEaseFunction

code: static ECurveEaseFunction TransitionCurveToCurveEaseFunction ( [ETransitionCurve](API\Plugins\CommonUI\Slate\ETransitionCurve) CurveType )


description:
Note thatComputeDesiredSize()is meant as an aide to the developer. It is NOT meant to be very robust in many cases. If your widget is simulating a bouncing ball, you should just return a reasonable size; e.g. 160x160. Let the programmer set up a reasonable rule of resizing the bouncy ball simulation.
The desired size.

code: virtual FVector2D ComputeDesiredSize ( float LayoutScaleMultiplier ) const


code: void Construct ( const [FArguments](API\Plugins\CommonUI\SLoadGuard\FArguments) & InArgs )


code: NamedSlotProperty< FArguments > Content&40;&41;


code: WidgetArgsType & GuardBackgroundBrush &40; const FSlateBrush &42; InArg &41;


code: WidgetArgsType & GuardText &40; FText InArg &41;


code: WidgetArgsType & GuardTextStyle &40; TSubclassOf< UCommonTextStyle > InArg &41;


code: WidgetArgsType & OnLoadingStateChanged &40; const FOnLoadGuardStateChanged & InDelegate &41;


code: FArguments & operator&91;&93; &40; const TSharedRef< SWidget > & InChild &41;


code: WidgetArgsType & ThrobberHAlign &40; EHorizontalAlignment InArg &41;


code: typedef FArguments WidgetArgsType


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SBorder](API\Runtime\Slate\Widgets\Layout\SBorder) > GetContentBorder() const


code: struct FArguments : public [TSlateBaseNamedArgs< SLoadGuard >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


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


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


code: void SetContent ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InContent )


code: void SetForceShowSpinner ( bool bInForceShowSpinner )


code: void SetGuardBackgroundBrush ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * InGuardBackground )


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


code: void SetGuardTextStyle ( const [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & InGuardTextStyle )


code: void SetThrobberHAlign ( EHorizontalAlignment InHAlign )


className: SLoadGuard

code: class SLoadGuard : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description:
A Panel's desired size in the space required to arrange of its children on the screen while respecting all of the children's desired sizes and any layout-related options specified by the user. See StackPanel for an example.
The desired size.

code: virtual FVector2D ComputeDesiredSize ( float ) const


code: void Construct ( const [FArguments](API\Runtime\Slate\Widgets\Layout\SBox\FArguments) & InArgs )


description: Panels arrange their children in a space described by the AllottedGeometry parameter. The results of the arrangement should be returned by appending aFArrangedWidgetpair for every child widget. See StackPanel for an example

code: virtual void OnArrangeChildren ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedChildren ) const


code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


code: void SetContentAnchor ( FVector2D InContentAnchor )


className: SVisualAttachmentBox

description: Wrapper widget meant to handle native-side painting forUCommonVisualAttachment.

code: class SVisualAttachmentBox : public [SBox](API\Runtime\Slate\Widgets\Layout\SBox)


className: TAsyncLoadPriority

code: typedef int32 TAsyncLoadPriority


className: TNameOf< FUIActionTag >::GetName

code: static TCHAR const &42; GetName&40;&41;


className: TNameOf< FUIActionTag >

code: template<> struct TNameOf< FUIActionTag >


className: TNameOf< FUITag >::GetName


className: TNameOf< FUITag >

code: template<> struct TNameOf< FUITag >


className: WithExportTextItem

code: enum &123; WithExportTextItem = true &125;


className: WithImportTextItem

code: enum &123; WithImportTextItem = true &125;


className: TStructOpsTypeTraits< FUIActionTag >

code: template<> struct TStructOpsTypeTraits< FUIActionTag > : public [TStructOpsTypeTraitsBase2< FUIActionTag >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TStructOpsTypeTraits< FUITag >

code: template<> struct TStructOpsTypeTraits< FUITag > : public [TStructOpsTypeTraitsBase2< FUITag >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TTypedTagStaticImpl

description: No constructors are accessible with public or protected access.

code: template<typename TagT> class TTypedTagStaticImpl


description: Method to get a widget from this factory, can sometimes call CreateWidget

code: WidgetType * Acquire()


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: ConstructMethodType

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SObjectWidget](API\Runtime\UMG\Slate\SObjectWidget) >[UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) *, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >)> ConstructMethodType


code: const [TArray](API\Runtime\Core\Containers\TArray)< WidgetType * > & GetActiveWidgets() const


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


code: [TWidgetFactory](API\Plugins\CommonUI\TWidgetFactory) & operator= ( [TWidgetFactory](API\Plugins\CommonUI\TWidgetFactory) && Other )


description: Return a widget to the pool, allowing it to be reused in the future

code: void Release ( WidgetType * Widget )


code: void Reset ( const bool bReleaseSlate, const bool bMoveToInactive )


description: Convenience function for SObjectTableRows takes and caches the widget, then creates the object row around it

code: template<class DerivedWidgetType, class> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< DerivedWidgetType > TakeAndCacheRow ( WidgetType * Key, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & DestinationTable )


code: template<class DerivedWidgetType, class> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< DerivedWidgetType > TakeAndCacheWidget ( WidgetType * Key, [ConstructMethodType](API\Plugins\CommonUI\TWidgetFactory\ConstructMethodType) ConstructMethod )


code: TWidgetFactory ( [TWidgetFactory](API\Plugins\CommonUI\TWidgetFactory) && Other )


code: TWidgetFactory ( [UWidget](API\Runtime\UMG\Components\UWidget) & InOwningWidget, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< WidgetType > InWidgetClass, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *(void)> && InOuterGetter, bool InTrackActiveWidgets )


className: TWidgetFactory

code: template<class WidgetType> class TWidgetFactory : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


code: void HandleOnAnalogCapture ( float InValue )


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


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


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


className: UAnalogSlider

description: A simple widget that shows a sliding bar with a handle that allows you to control the value in a user define range (between 0..1 by default).

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

MyAnalogSlider

type: TSharedPtr<SAn...

OnAnalogCapture

type: FOnFloatValueCh...

description: Called when the value is changed by slider or typing.


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


className: UCommonActionHandlerInterface

description: This interface is related to legacyCommonUIand should be removed in 5.3 - UE-164871

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


className: FOnInputMethodChanged

code: class FOnInputMethodChanged


description: End UWidet

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonActionWidget) virtual [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) GetIcon() const


code: const [FCommonInputActionDataBase](API\Plugins\CommonUI\FCommonInputActionDataBase) * GetInputActionData() const


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


description: Gets the palette category of the widget

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


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


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


code: void ListenToInputMethodChanged ( bool bListen )


code: void OnActionProgress ( float HeldPercent )


description: Function called after the underlyingSWidgetis constructed.

code: virtual void OnWidgetRebuilt()


description: BeginUWidget

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=CommonActionWidget) void SetEnhancedInputAction ( [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InInputAction )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonActionWidget) void SetIconRimBrush ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) InIconRimBrush )


code: void SetHidden ( bool bAlwaysHidden )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonActionWidget) void SetInputAction ( [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) InputActionRow )


code: void SetInputActionBinding ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) BindingHandle )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CommonActionWidget) void SetInputActions ( [TArray](API\Runtime\Core\Containers\TArray)< [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) > NewInputActions )


code: void SetProgressMaterial ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & InProgressMaterialBrush, const [FName](API\Runtime\Core\UObject\FName) & InProgressMaterialParam )


code: virtual void SynchronizeProperties()


code: void UpdateBindingHandleInternal ( [FUIActionBindingHandle](API\Plugins\CommonUI\Input\FUIActionBindingHandle) BindingHandle )


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


className: UCommonActionWidget

description: A widget that shows a platform-specific icon for the given input action.

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

EnhancedInputAction

type: TObjectPtr< cla...

description: Input Action this common action widget is intended to represent. Optional if using EnhancedInputs

Icon

type: FSlateBrush

InputActions

type: TArray<FDataTa...

description: List all the input actions that this common action widget is intended to represent.

MyIcon

type: TSharedPtr<SIm...

MyKeyBox

type: TSharedPtr<SBo...

OnInputMethodChanged

type: FOnInputMethodC...

ProgressDynamicMaterial

type: TObjectPtr<UMa...

ProgressMaterialBrush

description: The material to use when showing held progress, the progress will be sent using the material parameter defined by ProgressMaterialParam and the value will range from 0..1.

ProgressMaterialParam

description: The material parameter on ProgressMaterialBrush to update the held percentage.


description: Bind our visibility to the activation of another widget, useful for making mouse collisions behave similiar to console navigation w.r.t activation Will immediately update visibility based on the bound widget activation & visibilites set by SetBindVisibilities.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ActivatableWidget) void BindVisibilityToActivation ( [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) * ActivatableWidget )


description: Implement to provide the desired widget to focus if/when this activatable becomes the primary active widget. Note: This is a fallback used only if the native class parentage does not provide a target.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=ActivatableWidget, Meta=(DisplayName="Get Desired Focus Target")) [UWidget](API\Runtime\UMG\Components\UWidget) * BP_GetDesiredFocusTarget() const


description: Implement to provide the input config to use when this widget is activated. Keep in mind when all widgets are deactivated,CommonUIwill not attempt to automatically restore the input config to before any widget was active. Note: This is a fallback used only if the native class parentage does not provide an input config.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=ActivatableWidget, Meta=(DisplayName="Get Desired Input Config")) [FUIInputConfig](API\Plugins\CommonUI\Input\FUIInputConfig) BP_GetDesiredInputConfig() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=ActivatableWidget, Meta=(DisplayName="On Activated")) void BP_OnActivated()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=ActivatableWidget, Meta=(DisplayName="On Deactivated")) void BP_OnDeactivated()


description: Override in BP implementations to provide custom behavior when receiving a back action Note: Only called if native code in the base class hasn't handled it in NativeOnHandleBackAction

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=ActivatableWidget, Meta=(DisplayName="On Handle Back Action")) bool BP_OnHandleBackAction()


className: FActivatableWidgetRebuildEvent

code: typedef TMulticastDelegate_OneParam< void, [UCommonActivatableWidget](API\Plugins\CommonUI\UCommonActivatableWidget) & > FActivatableWidgetRebuildEvent


description: Gets custom game-specific activation metadata for this widget.Bydefault does nothing & used for nothing.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FActivationMetadata](API\Plugins\CommonUI\Input\FActivationMetadata) > GetActivationMetadata() const


description: Returns the widget's ActionDomain, respecting any inheritance requirements.


description: Returns the desired widget to focus when this Widget Activates.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ActivatableWidget) [UWidget](API\Runtime\UMG\Components\UWidget) * GetDesiredFocusTarget() const


code: *If we simply always rely on GetDesiredFocusTarget()


description: Gets the desired input configuration to establish when this widget activates and can receive input (i.e. all parents are also active). This configuration will override the existing one established by any previous activatable widget and restore it (if valid) upon deactivation.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FUIInputConfig](API\Plugins\CommonUI\Input\FUIInputConfig) > GetDesiredInputConfig() const


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


description: Override to provide the desired widget that should receive focus when this becomes the primary active widget. If bAutoRestoreFocus is true, is only called when there is no valid cached restoration target (to provide the default/fallback)

code: virtual [UWidget](API\Runtime\UMG\Components\UWidget) * NativeGetDesiredFocusTarget() const


code: virtual void NativeOnActivated()


code: virtual void NativeOnDeactivated()


code: FSimpleMulticastDelegate & OnActivated() const


code: virtual bool NativeOnHandleBackAction()


code: FSimpleMulticastDelegate & OnDeactivated() const


code: FSimpleMulticastDelegate & OnRequestRefreshFocus() const


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: FSimpleMulticastDelegate & OnSlateReleased() const


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: void RegisterInputTreeNode ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FActivatableTreeNode > & OwnerNode )


description: Ask for focus to be re-set to our current DesiredFocusTarget, but only if our node is currently the leaf-most active node (no stealing!). This is useful for complex cases like: the buttons animate in from off-screen, or the buttons are deeply nested in a multi-switcher hierarchy and it would be burdensome to wrap each element in a CommonActivatableWidget.

code: void RequestRefreshFocus()


description: Visibilities to use for when bound widgets in BindVisibilityToActivation are activated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=ActivatableWidget, Meta=(BlueprintProtected="true")) void SetBindVisibilities ( ESlateVisibility OnActivatedVisibility, ESlateVisibility OnDeactivatedVisibility, bool bInAllActive )


code: bool SetsVisibilityOnActivated() const


className: UCommonActivatableWidget

description: Note that removing an activatable widget from the UI (i.e. triggeringDestruct()) will always deactivate it, even if theUWidgetis not destroyed. Re-constructing the underlyingSWidgetwill only result in re-activation if auto-activate is enabled.

ActionDomainOverride

type: TSoftObjectPtr<...

description: Enable to override the inherited ActionDomain from owning CommonActivatableWidget.

ActivatedVisibility

type: ESlateVisibilit...

bAutoActivate

description: True to automatically activate upon construction

bIsBackActionDisplayedInActionBar

description: True to receive "Back" actions automatically.

bIsModal

description: True to have this widget be treated as a root node for input routing, regardless of its actual parentage.

bSupportsActivationFocus

description: True if this widget is a candidate to receive/route focus or specify a desired UIInputConfig when active.

false

type: *If

description: True to prefer automatically restoring focus to the widget that was focused when this widget last became the non-leafmost-active-widget.

InputMapping

type: TObjectPtr<UIn...

description: Optional mapping context to be applied & removed on activation & deactivation respectfully.

InputMappingPriority

description: Enhanced Input priority.


code: bool SupportsActivationFocus() const


code: virtual void HandleOutgoingWidget()


code: virtual void HandleSlateActiveIndexChanged ( int32 ActiveIndex )


description: Function called after the underlyingSWidgetis constructed.

code: virtual void OnWidgetRebuilt()


className: UCommonActivatableWidgetSwitcher

description: An animated switcher that knows about CommonActivatableWidgets. It can also hold other Widgets.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Widget Switcher") void ActivateNextWidget ( bool bCanWrap )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Widget Switcher") void ActivatePreviousWidget ( bool bCanWrap )


className: FOnActiveIndexChanged

description: Fires when the active widget displayed by the switcher changes

code: class FOnActiveIndexChanged : public TBaseMulticastDelegate_TwoParams< void, UWidget *, int32 >


className: FOnTransitioningChanged

description: Fires when the switcher changes its transition animation state

code: class FOnTransitioningChanged : public TBaseMulticastDelegate_OneParam< void, bool >


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="Common Widget Switcher") bool HasWidgets() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Widget Switcher") bool IsCurrentlySwitching() const


code: virtual void HandleSlateIsTransitioningChanged ( bool bIsTransitioning )


description: Is the switcher playing a transition animation?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Widget Switcher") bool IsTransitionPlaying() const


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: virtual void SetActiveWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Activates the widget at the specified index.

code: virtual void SetActiveWidgetIndex ( int32 Index )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Widget Switcher") void SetDisableTransitionAnimation ( bool bDisableAnimation )


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


className: UCommonAnimatedSwitcher

description: A widget switcher that activates / deactivates CommonActivatableWidgets, allowing for associated animations to trigger.

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

bCurrentlySwitching

type: bool

bInstantTransition

description: If set, transition animations will not play

MyAnimatedSwitcher

type: TSharedPtr<SCo...

MyInputGuard

type: TSharedPtr<SSp...

MyOverlay

type: TSharedPtr<SOv...

OnActiveWidgetIndexChanged

type: UCommonAnimated...

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: void DebugSafeAreaUpdated ( const [FMargin](API\Runtime\SlateCore\Layout\FMargin) & NewSafeZone, bool bShouldRecacheMetrics )


code: virtual void OnDesignerChanged ( const [FDesignerChangedEventArgs](API\Runtime\UMG\Components\FDesignerChangedEventArgs) & EventArgs )


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: BeginUObject.

code: virtual void PostLoad()


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


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


className: UCommonBorder

description: Uses the border style template defined inCommonUIproject settings by default

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

bReducePaddingBySafezone

description: Turning this on will cause the safe zone size to be removed from this borders content padding down to the minimum specified

bStyleNoLongerNeedsConversion

description: Used to track widgets that were created before changing the default style pointer to null

DesignerSize

type: TOptional< FVec...

description: The editor-only size constraint passed in by UMG Designer

MinimumPadding

type: FMargin

description: The minimum padding we will reduce to when the safezone grows

Style

type: TSubclassOf<UC...

description: References the border style to use


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


className: UCommonBorderStyle

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

Background

type: FSlateBrush

description: The brush for the background of the border


description: Helper function to bind to input method change events


description: Associates this button at its priority with the given key


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Clicked")) void BP_OnClicked()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Deselected")) void BP_OnDeselected()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Disabled")) void BP_OnDisabled()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Double Clicked")) void BP_OnDoubleClicked()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Enabled")) void BP_OnEnabled()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Unfocused")) void BP_OnFocusLost()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Focused")) void BP_OnFocusReceived()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Hovered")) void BP_OnHovered()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Lock Clicked")) void BP_OnLockClicked()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Input Method Changed")) void BP_OnInputMethodChanged ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) CurrentInputType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Lock Double Clicked")) void BP_OnLockDoubleClicked()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Locked Changed")) void BP_OnLockedChanged ( bool bIsLocked )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Pressed")) void BP_OnPressed()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Released")) void BP_OnReleased()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Selected")) void BP_OnSelected()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category=CommonButton, Meta=(DisplayName="On Unhovered")) void BP_OnUnhovered()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button") void ClearSelection()


code: virtual [UCommonButtonInternalBase](API\Plugins\CommonUI\UCommonButtonInternalBase) * ConstructInternalButton()


description: Disables this button with a reason (use instead of SetIsEnabled)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void DisableButtonWithReason ( const [FText](API\Runtime\Core\Internationalization\FText) & DisabledReason )


description: : DarenC - API decision, consider removing

code: virtual void ExecuteTriggeredInput()


className: FCommonButtonEvent

code: class FCommonButtonEvent : public TBaseMulticastDelegate_NoParams< void >


className: FOnIsSelectedChanged

code: class FOnIsSelectedChanged : public TBaseMulticastDelegate_OneParam< void, bool >


code: virtual bool GetButtonAnalyticInfo ( [FString](API\Runtime\Core\Containers\FString) & ButtonName, [FString](API\Runtime\Core\Containers\FString) & ABTestName, [FString](API\Runtime\Core\Containers\FString) & ExtraData ) const


description: Bydefault, if bRequiresHold is true, the bound Input Action will be forced to require hold as well. The Bound Input action will use the row's hold values regardless of the row's bRequiresHold state.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual bool GetConvertInputActionToHold()


description: The current button padding that corresponds to the current size and selection state

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


description: The text style that corresponds to the current size and selection state

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


description: The custom padding that corresponds to the current size and selection state

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


description: The class of the text style that corresponds to the current size and selection state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCommonTextStyle](API\Plugins\CommonUI\UCommonTextStyle) > GetCurrentTextStyleClass() const


description: Gets the appropriate enhanced input action that is set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") [UInputAction](API\Plugins\EnhancedInput\UInputAction) * GetEnhancedInputAction() const


description: Gets the appropriate input action that is set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") bool GetInputAction ( [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InputActionRow ) const


description: Gets the bIsFocusable flag

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") bool GetIsFocusable() const


description: True if the button is currently locked, False otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") bool GetLocked() const


description: Gets the palette category of the widget

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


description: True if the button is currently in a selected state, False otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") bool GetSelected() const


description: Get whether the button should become selected upon receiving focus or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") bool GetShouldSelectUponReceivingFocus() const


description: Current button style

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


description: Returns the dynamic instance of the material being used for this button, if it is using a single material style.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Common Button|Getters") [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetSingleMaterialStyleMID() const


code: const [UCommonButtonStyle](API\Plugins\CommonUI\UCommonButtonStyle) * GetStyleCDO() const


description: Handler function registered to the underlying button's click.


description: Handler function registered to the underlying button's double click.


description: Helper function registered to the underlying button when released


description: Helper function registered to the underlying button losing focus

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void HandleFocusLost()


description: Helper function registered to the underlying button receiving focus

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void HandleFocusReceived()


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


description: Helper function registered to the underlying button when pressed


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void HoldReset()


description: Returns true if the widget is currently being hovered by a pointer device

code: virtual bool IsHovered() const


description: Is this button currently interactable? (use instead of GetIsEnabled)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") bool IsInteractionEnabled() const


code: bool IsPersistentBinding() const


description: Is this button currently pressed?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") bool IsPressed() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void NativeOnActionComplete()


code: virtual bool NativeIsInteractable() const


description: Bound to the hold progress of the bound key from the input action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void NativeOnActionProgress ( float HeldPercent )


description: Allows derived classes to take action when the current text style has changed


code: virtual void NativeOnDeselected ( bool bBroadcast )


code: virtual void NativeOnDoubleClicked()


code: virtual void NativeOnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnFocusReceived ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description: Bound to the hold progress not related to the bound key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual bool NativeOnHoldProgress ( float DeltaTime )


description: Bound to the hold progress rollback not related to the bound key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual bool NativeOnHoldProgressRollback ( float DeltaTime )


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


code: virtual void NativeOnMouseLeave ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


code: virtual void NativeOnUnhovered()


code: virtual void NativeOnSelected ( bool bBroadcast )


description: Callback fired when hold events complete

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Common Button") void OnActionComplete()


description: Callback fired continously during hold interactions

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Common Button") void OnActionProgress ( float HeldPercent )


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnClicked() 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: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnDoubleClicked() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(BlueprintProtected="true"), Category="Common Button") void OnCurrentTextStyleChanged()


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnFocusLost() const


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnFocusReceived() const


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnHovered() const


description: Called via delegate when the input method changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnInputMethodChanged ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) CurrentInputType )


code: [FOnIsSelectedChanged](API\Plugins\CommonUI\UCommonButtonBase\FOnIsSelectedChanged) & OnIsSelectedChanged() const


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnLockClicked() const


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnLockDoubleClicked() const


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnPressed() const


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnReleased() const


description: Callback fired when input action datatable row changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Common Button") void OnTriggeredInputActionChanged ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & NewTriggeredAction )


description: Callback fired when enhanced input action changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Common Button") void OnTriggeringEnhancedInputActionChanged ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InInputAction )


description: Callback fired when triggered input action datatable row changes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Common Button") void OnTriggeringInputActionChanged ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & NewTriggeredAction )


code: [FCommonButtonEvent](API\Plugins\CommonUI\UCommonButtonBase\FCommonButtonEvent) & OnUnhovered() const


description: Function called after the underlyingSWidgetis constructed.

code: virtual void OnWidgetRebuilt()


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: Set the click method for mouse interaction

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetClickMethod ( [EButtonClickMethod::Type](API\Runtime\SlateCore\Types\EButtonClickMethod__Type) InClickMethod )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Sound") void SetHoveredSoundOverride ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Input") void SetInputActionProgressMaterial ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & InProgressMaterialBrush, const [FName](API\Runtime\Core\UObject\FName) & InProgressMaterialParam )


description: Updates the bIsFocusable flag

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Getters") void SetIsFocusable ( bool bInIsFocusable )


description: Sets the current enabled status of the widget

code: virtual void SetIsEnabled ( bool bInIsEnabled )


description: Change whether this widget is selectable at all. If false and currently selected, will deselect.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetIsInteractableWhenSelected ( bool bInInteractableWhenSelected )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetHideInputAction ( bool bInHideInputAction )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetIsInteractionEnabled ( bool bInIsInteractionEnabled )


description: Change whether this widget is locked. If locked, the button can be focusable and responsive to mouse input but will not broadcast OnClicked events.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetIsLocked ( bool bInIsLocked )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetIsSelectable ( bool bInIsSelectable )


description: Change the selected state manually.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetIsSelected ( bool InSelected, bool bGiveClickFeedback )


description: Change whether this widget is toggleable. If toggleable, clicking when selected will deselect.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetIsToggleable ( bool bInIsToggleable )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Sound") void SetLockedHoveredSoundOverride ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Sound") void SetLockedPressedSoundOverride ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound )


description: Sets the minimum dimensions of this button

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetMinDimensions ( int32 InMinWidth, int32 InMinHeight )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Sound") void SetPressedSoundOverride ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound )


description: Set the click method for keyboard/gamepad button press interaction

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetPressMethod ( [EButtonPressMethod::Type](API\Runtime\SlateCore\Types\EButtonPressMethod__Type) InPressMethod )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Sound") void SetSelectedHoveredSoundOverride ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Sound") void SetSelectedPressedSoundOverride ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound )


description: Internal method to allow the selected state to be set regardless of selectability or toggleability

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintProtected="true"), Category="Common Button") void SetSelectedInternal ( bool bInSelected, bool bAllowSound, bool bBroadcast )


description: Set whether the button should become selected upon receiving focus or not; Only settable for buttons that are selectable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetShouldSelectUponReceivingFocus ( bool bInShouldSelectUponReceivingFocus )


description: Change whether this widget should use the fallback default input action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetShouldUseFallbackDefaultInputAction ( bool bInShouldUseFallbackDefaultInputAction )


description: Set the click method for touch interaction

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetTouchMethod ( [EButtonTouchMethod::Type](API\Runtime\SlateCore\Types\EButtonTouchMethod__Type) InTouchMethod )


description: Updates the current triggering enhanced input action, requires enhanced input enabled inCommonUIsettings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetTriggeringEnhancedInputAction ( [UInputAction](API\Plugins\EnhancedInput\UInputAction) * InInputAction )


description: Updates the current triggered action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetTriggeredInputAction ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InputActionRow )


description: Sets the style of this button, rebuilds the internal styling

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


description: Updates the current triggering action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Common Button|Setters") void SetTriggeringInputAction ( const [FDataTableRowHandle](API\Runtime\Engine\Engine\FDataTableRowHandle) & InputActionRow )


description: Unless this is called, we will assume the double click should be converted into a normal click.


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()


description: Helper function to unbind from input method change events


description: If HoldData is valid, assigns its values to Keyboard and Mouse, Gamepad and Touch, based off the Current Input Type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void UpdateHoldData ( [ECommonInputType](API\Plugins\CommonInput\ECommonInputType) CurrentInputType )


description: Associates this button at its priority with the given key


description: Helper function to update the associated input action widget, if any, based upon the state of the button

code: virtual void UpdateInputActionWidget()


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


className: UCommonButtonBase

description: Button that disables itself when not active. Also updates actions for CommonActionWidget if bound to display platform-specific icons.

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

bApplyAlphaOnDisable

type: uint8: 1

description: The type of mouse action required by the user to trigger the button's 'Click'

bDisplayInputActionWhenNotInteractable

description: True if the input action should be displayed when the button is not interactable

bHideInputAction

description: Whether to hide the input action widget at all times (useful for textless small buttons)

bHideInputActionWithKeyboard

description: True if the input action should be hidden while the user is using a keyboard

bInteractableWhenSelected

description: If true, the button may be clicked while selected.

bLocked

description: True if this button is currently locked.

bRequiresHold

description: True if this button should have a press and hold behavior, triggering the click when the specified hold time is met

bSelectable

description: True if the button supports being in a "selected" state, which will update the style accordingly

bShouldSelectUponReceivingFocus

description: If true, the button will be selected when it receives focus.

bShouldUseFallbackDefaultInputAction

description: True if this button should use the default fallback input action (bool is useful for buttons that shouldn't because they are never directly hit via controller)

bSimulateHoverOnTouchInput

description: True if this button should play the hover effect when pressed by a touch input

bStyleNoLongerNeedsConversion

description: Used to track widgets that were created before changing the default style pointer to null

bToggleable

description: True if the button can be deselected by clicking it when selected

ClickEvent

type: FWidgetEventFie...

ClickMethod

type: TEnumAsByte<EB...

CurrentHoldTime

description: Current hold time for this button

HoldData

description: Press and Hold values used for Keyboard and Mouse, Gamepad and Touch, depending on the current input type

HoldProgressRollbackTickerHandle

description: Handle for ticker spawned for button hold rollback

HoldRollbackTime

description: Time (in seconds) for hold progress to go from 1.0 (completed) to 0.0.

HoldTickerHandle

description: Handle for ticker spawned for press and hold

HoldTime

description: Press and hold time in seconds

HoveredSlateSoundOverride

type: FSlateSound

description: Optional override for the sound to play when this button is hovered.

InputActionWidget

type: TObjectPtr<UCo...

description: Optionally bound widget for visualization behavior of an input action; NOTE: If specified, will visualize according to the following algorithm: If TriggeringEnhancedInputAction is specified, visualize it else: If TriggeringInputAction is specified, visualize it else: If TriggeredInputAction is specified, visualize it else: Visualize the default click action while hovered

InputPriority

description: This is the priority for the TriggeringInputAction.

LockedHoveredSlateSoundOverride

description: Optional override for the sound to play when this button is hovered while Locked

LockedPressedSlateSoundOverride

description: Optional override for the sound to play when this button is pressed while Locked

MinHeight

description: The minimum height of the button (only used if greater than the style's minimum)

MinWidth

description: The minimum width of the button (only used if greater than the style's minimum)

OnButtonBaseClicked

type: FCommonButtonBa...

OnSelectedChangedBase

type: FCommonSelected...

PressedSlateSoundOverride

description: Optional override for the sound to play when this button is pressed.

SelectedHoveredSlateSoundOverride

description: Optional override for the sound to play when this button is hovered while Selected

SelectedPressedSlateSoundOverride

description: Optional override for the sound to play when this button is pressed while Selected

Style

description: References the button style asset that defines a style in multiple sizes

TriggeredInputAction

type: FDataTableRowHa...

description: The input action that can be visualized as well as triggered when the user clicks the button.

TriggeringBindingHandle

type: FUIActionBindin...

TriggeringEnhancedInputAction

description: The enhanced input action that is bound to this button.

TriggeringInputAction

description: The input action that is bound to this button.


description: Returns true if the widget is currently being hovered by a pointer device

code: virtual bool IsHovered() const


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 SetButtonEnabled ( bool bInIsButtonEnabled )


description: Updates the IsFocusable flag and updates the bIsFocusable flag of the underlying slate button widget

code: void SetButtonFocusable ( bool bInIsButtonFocusable )


code: void SetInteractionEnabled ( bool bInIsInteractionEnabled )


code: void SetMinDesiredHeight ( int32 InMinHeight )


code: void SetMinDesiredWidth ( int32 InMinWidth )


description: Called when internal slate button loses focus; Fires OnLostFocus

code: void SlateHandleOnLostFocus()


description: Called when internal slate button receives focus; Fires OnReceivedFocus

code: void SlateHandleOnReceivedFocus()


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