code: [TOptional](API\Runtime\Core\IO\TOptional)< float > ConvertFloatToOptionalFloat ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > InFloat ) const


module: UMG

code: static [FSizeParam](API\Runtime\SlateCore\Types\FSizeParam) ConvertSerializedSizeParamToRuntime ( const [FSlateChildSize](API\Runtime\UMG\Components\FSlateChildSize) & Input )


description: TODO UMG Consider moving conversion functions into another class. Conversion functions

code: [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) ConvertVisibility ( [TAttribute](API\Runtime\Core\Misc\TAttribute)< ESlateVisibility > SerializedType ) const


code: static ESlateVisibility ConvertRuntimeToSerializedVisibility ( const [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) & Input )


description: Utility methods

code: static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) ConvertSerializedVisibilityToRuntime ( ESlateVisibility Input )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateDesignerOutline ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > Content ) const


className: AllFields

code: static AllFields = { & UWidget ::FFieldNotificationClassDescriptor:: ToolTipText , & UWidget ::FFieldNotificationClassDescriptor:: Visibility , & UWidget ::FFieldNotificationClassDescriptor:: bIsEnabled , };


description: Called by the palette after constructing a new widget.

code: void CreatedFromPalette()


className: EField

code: enum EField { IndexOf_ToolTipText = SuperDescriptor::Max_IndexOf_ + 0, IndexOf_Visibility, IndexOf_bIsEnabled, Max_IndexOf_, }


code: virtual void ForEachField &40; const UClass &42; Class, TFunctionRef< bool(::UE::FieldNotification::FFieldId FielId)> Callback &41; const


className: FGenerateWidgetForObject

code: class FGenerateWidgetForObject


className: FFieldNotificationClassDescriptor

code: struct FFieldNotificationClassDescriptor : public [UE::FieldNotification::IClassDescriptor](API\Runtime\FieldNotification\IClassDescriptor)


className: FGenerateWidgetForString

description: Events.

code: class FGenerateWidgetForString


className: FGetBool

description: Common Bindings - If you add any new common binding, you must provide aUPropertyBindingfor it. all primitive binding in UMG goes through native binding evaluators to prevent thunking through the VM.

code: class FGetBool


className: FGetCheckBoxState

code: class FGetCheckBoxState


className: FGetSlateVisibility

code: class FGetSlateVisibility


code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding) > FindBinderClassForDestination ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


code: static [UWidget](API\Runtime\UMG\Components\UWidget) * FindChildContainingDescendant ( [UWidget](API\Runtime\UMG\Components\UWidget) * Root, [UWidget](API\Runtime\UMG\Components\UWidget) * Descendant )


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


className: FOnWidgetStateBroadcast

code: typedef TMulticastDelegate_TwoParams< void, [UWidget](API\Runtime\UMG\Components\UWidget) *, const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & > FOnWidgetStateBroadcast


description: Forces a pre-pass. A pre-pass caches the desired size of the widget hierarchy owned by this widget. One pre-pass already happens for every widget before Tick occurs. You only need to perform another pre-pass if you are adding child widgets this frame and want them to immediately be visible this frame.

code: void ForceLayoutPrepass()


className: FOnReply

description: Events.

code: class FOnReply


description: Sets the forced volatility of the widget.

code: void ForceVolatile ( bool bForce )


description:
Gets the accessible summary text from the underlying Slate accessible widget.
The accessible summary text of the underlying Slate accessible widget. Returns an empty text if accessibility is dsabled or the underlying accessible widget is invalid.


description:
Gets the accessible text from the underlying Slate accessible widget
The accessible text of the underlying Slate accessible widget. Returns an empty text if accessibility is dsabled or the underlying accessible widget is invalid.


description: Gets the widget that accessibility properties should synchronize to.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetAccessibleWidget() const


description: We recommend not to use this data unless there's no other way to solve your problem. Normally in Slate we try and handle these issues by making a dependent widget part of the hierarchy, as to avoid frame behind or what are referred to as hysteresis problems, both caused by depending on geometry from the previous frame being used to advise how to layout a dependent object the current frame.

code: const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & GetCachedGeometry() const


description: Gets the last created widget does not recreate the gc container for the widget if one is needed.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCachedWidget() const


description: Gets the clipping state of this widget.

code: EWidgetClipping GetClipping() const


description: Sets the cursor to show over the widget.


description: Returns the category name of the widget

code: const [FString](API\Runtime\Core\Containers\FString) & GetCategoryName() const


description:
Gets the widgets desired size. NOTE: The underlying Slate widget must exist and be valid, also at least one pre-pass must have occurred before this value will be of any use.
The widget's desired size

code: FVector2D GetDesiredSize() const


description: Gets the designer flags currently set on the widget.


description: Returns the friendly name of the widget to display in the editor

code: const [FString](API\Runtime\Core\Containers\FString) & GetDisplayLabel() const


description: Gets the flow direction preference of the widget


description: Gets the base name used to generate the display label/name of this widget.


description: the list of all the field that can notify when their value changes.

code: virtual const ::[UE::FieldNotification::IClassDescriptor](API\Runtime\FieldNotification\IClassDescriptor) & GetFieldNotificationDescriptor() const


description:
Gets the game instance associated with this UI.
a pointer to the owning game instance

code: [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GetGameInstance() const


code: template<class TGameInstance> TGameInstance * GetGameInstance() const


description: Gets the current enabled status of the widget

code: bool GetIsEnabled() const


description: Get Label Metadata, which may be as simple as a bit of string data to help identify an anonymous text block.

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


description: Gets the label to display to the user for this widget, including any extra metadata like the text string for text.


description: Gets the label to display to the user for this widget.


description:
Gets the local player associated with this UI.
The owning local player.

code: virtual [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetOwningLocalPlayer() const


description:
Gets the local player associated with this UI cast to the template type.
The owning local player. May be NULL if the cast fails.

code: template<class T> T * GetOwningLocalPlayer() const


description:
Gets the player controller associated with this UI.
The player controller that owns the UI.

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetOwningPlayer() const


description:
Gets the player controller associated with this UI cast to the template type.
The player controller that owns the UI. May be NULL if the cast fails.

code: template<class TPlayerController> TPlayerController * GetOwningPlayer() const


description: Gets the palette category of the widget

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


description: Gets the parent widget

code: [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget) * GetParent() const


code: const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & GetPaintSpaceGeometry() const


code: const [FWidgetTransform](API\Runtime\UMG\Slate\FWidgetTransform) & GetRenderTransform() const


description: Gets the pixel snapping method of this widget.


description: Gets the current visibility of the widget.

code: float GetRenderOpacity() const


code: float GetRenderTransformAngle() const


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


code: const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & GetTickSpaceGeometry() const


description: the custom widget as the tooltip of the widget.

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


code: ESlateVisibility GetVisibility() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: the tooltip text for the widget.


description: This is an implementation detail that allows us to show and hide the widget in the designer regardless of the actual visibility state set by the user.


description: Returns true if this widget is focused by any user.

code: bool HasAnyUserFocus() const


description: Tests if any of the flags exist on this widget.

code: bool HasAnyDesignerFlags ( EWidgetDesignFlags FlagsToCheck ) const


description:
Checks to see if this widget currently has the keyboard focus
True if this widget has keyboard focus

code: bool HasKeyboardFocus() const


description: Returns true if any descendant widget is focused by any user.

code: bool HasFocusedDescendants() const


description:
Checks to see if this widget is the current mouse captor
True if this widget has captured the mouse

code: bool HasMouseCapture() const


description:
Checks to see if this widget is the current mouse captor
True if this widget has captured the mouse with given user and pointer

code: bool HasMouseCaptureByUser ( int32 UserIndex, int32 PointerIndex ) const


description: Returns true if this widget is focused by a specific user.

code: bool HasUserFocus ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController ) const


description: Returns true if any descendant widget is focused by a specific user.

code: bool HasUserFocusedDescendants ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController ) const


description:
Recurses up the list of parents and returns true if this widget is a descendant of the PossibleParent
true if this widget is a child of the PossibleParent

code: bool IsChildOf ( [UWidget](API\Runtime\UMG\Components\UWidget) * PossibleParent )


description: Invalidates the widget from the view of a layout caching widget that may own this widget. will force the owning widget to redraw and cache children on the next paint pass.

code: void InvalidateLayoutAndVolatility()


description: Gets the last created widget does not recreate the gc container for the widget if one is needed.

code: bool IsConstructed() const


description: Returns if the widget is currently being displayed in the designer, it may want to display different data.

code: bool IsDesignTime() const


description: true if the widget was added to the viewport using AddToViewport or AddToPlayerScreen.

code: bool IsInViewport() const


description: Is the label generated or provided by the user?

code: bool IsGeneratedName() const


description: Is this widget locked in the designer UI

code: bool IsLockedInDesigner() const


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

code: virtual bool IsHovered() const


description: Returns true if the widget is Visible, HitTestInvisible or SelfHitTestInvisible and the Render Opacity is greater than 0.

code: bool IsRendered() const


description: Returns true if the widget is Visible, HitTestInvisible or SelfHitTestInvisible.

code: bool IsVisible() const


description: Is the widget visible in the designer? If this widget is 'hidden in the designer' or a parent is, this widget will also return false here.

code: bool IsVisibleInDesigner() const


code: void K2_RemoveFieldValueChangedDelegate ( [FFieldNotificationId](API\Runtime\FieldNotification\FFieldNotificationId) FieldId, [FFieldValueChangedDynamicDelegate](API\Runtime\FieldNotification\FFieldValueChangedDynamicDelegat-) Delegate )


code: void K2_BroadcastFieldValueChanged ( [FFieldNotificationId](API\Runtime\FieldNotification\FFieldNotificationId) FieldId )


description: Mark this object as modified, also mark the slot as modified.

code: virtual bool Modify ( bool bAlwaysMarkDirty )


code: void K2_AddFieldValueChangedDelegate ( [FFieldNotificationId](API\Runtime\FieldNotification\FFieldNotificationId) FieldId, [FFieldValueChangedDynamicDelegate](API\Runtime\FieldNotification\FFieldValueChangedDynamicDelegat-) Delegate )


code: virtual void OnBindingChanged ( const [FName](API\Runtime\Core\UObject\FName) & Property )


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

code: virtual void OnCreationFromPalette()


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


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


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


code: virtual void OnDeselectedByDesigner()


description: Function called after the underlyingSWidgetis constructed.

code: virtual void OnWidgetRebuilt()


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

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


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


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


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()


description: Note: Currently we only support post-state-changed broadcasts.

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterPostStateListener ( const FOnWidgetStateBroadcast::FDelegate & ListenerDelegate, bool bBroadcastCurrentState )


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


description: Remove all the delegate that are bound to the specified UserObject.

code: virtual int32 RemoveAllFieldValueChangedDelegates ( const void * InUserObject )


description: Remove a delegate that was added.

code: virtual bool RemoveFieldValueChangedDelegate ( [UE::FieldNotification::FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Remove all the delegate that are bound to the specified Field and UserObject.

code: virtual int32 RemoveAllFieldValueChangedDelegates ( [UE::FieldNotification::FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, const void * InUserObject )


description: Resets the cursor to use on the widget, removing any customization for it.

code: void ResetCursor()


description: Removes the widget from its parent widget. If this widget was added to the player's screen or the viewport it will also be removed from those containers.

code: virtual void RemoveFromParent()


description: Begin Designer contextual events.

code: void SelectByDesigner()


description: Sets the category name of the widget

code: void SetCategoryName ( const [FString](API\Runtime\Core\Containers\FString) & InValue )


description: Sets the cursor to show over the widget.

code: void SetCursor ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) InCursor )


description: Sets the widget navigation rules for all directions. This can only be called on widgets that are in a widget tree.

code: void SetAllNavigationRules ( EUINavigationRule Rule, [FName](API\Runtime\Core\UObject\FName) WidgetToFocus )


description: Sets the friendly name of the widget to display in the editor

code: void SetDisplayLabel ( const [FString](API\Runtime\Core\Containers\FString) & DisplayLabel )


description: Sets the designer flags on the widget.

code: virtual void SetDesignerFlags ( EWidgetDesignFlags NewFlags )


description: Sets the clipping state of this widget.

code: void SetClipping ( EWidgetClipping InClipping )


description: Sets the focus to this widget for the owning user

code: void SetFocus()


description: Sets the flow direction preference of the widget

code: void SetFlowDirectionPreference ( EFlowDirectionPreference FlowDirection )


description: Sets the current enabled status of the widget

code: virtual void SetIsEnabled ( bool bInIsEnabled )


description: Sets the focus to this widget.

code: void SetKeyboardFocus()


description: Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree.

code: void SetNavigationRule ( EUINavigation Direction, EUINavigationRule Rule, [FName](API\Runtime\Core\UObject\FName) WidgetToFocus )


description: Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree. This works only for non Explicit, non Custom and non CustomBoundary Rules.

code: void SetNavigationRuleBase ( EUINavigation Direction, EUINavigationRule Rule )


description: Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree. This works only for Custom Rule.

code: void SetNavigationRuleCustom ( EUINavigation Direction, [FCustomWidgetNavigationDelegate](API\Runtime\UMG\Blueprint\FCustomWidgetNavigationDelegate) InCustomDelegate )


description: Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree. This works only for CustomBoundary Rule.

code: void SetNavigationRuleCustomBoundary ( EUINavigation Direction, [FCustomWidgetNavigationDelegate](API\Runtime\UMG\Blueprint\FCustomWidgetNavigationDelegate) InCustomDelegate )


description: Sets the widget navigation rules for a specific direction. This can only be called on widgets that are in a widget tree. This works only for Explicit Rule.

code: void SetNavigationRuleExplicit ( EUINavigation Direction, [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget )


code: void SetNavigationRuleInternal ( EUINavigation Direction, EUINavigationRule Rule, [FName](API\Runtime\Core\UObject\FName) WidgetToFocus, [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget, [FCustomWidgetNavigationDelegate](API\Runtime\UMG\Blueprint\FCustomWidgetNavigationDelegate) InCustomDelegate )


description: Sets the pixel snapping method of this widget.

code: void SetPixelSnapping ( EWidgetPixelSnapping InPixelSnapping )


description: Sets the visibility of the widget.

code: void SetRenderOpacity ( float InOpacity )


code: virtual void SetLockedInDesigner ( bool NewLockedInDesigner )


code: void SetRenderScale ( FVector2D Scale )


code: void SetRenderShear ( FVector2D Shear )


code: void SetRenderTransform ( [FWidgetTransform](API\Runtime\UMG\Slate\FWidgetTransform) InTransform )


code: void SetRenderTransformAngle ( float Angle )


code: void SetRenderTransformPivot ( FVector2D Pivot )


code: void SetRenderTranslation ( FVector2D Translation )


description: Sets a custom widget as the tooltip of the widget.

code: void SetToolTip ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Sets the tooltip text for the widget.

code: void SetToolTipText ( const [FText](API\Runtime\Core\Internationalization\FText) & InToolTipText )


description: Sets the visibility of the widget.

code: virtual void SetVisibility ( ESlateVisibility InVisibility )


description: Sets the focus to this widget for a specific user (if setting focus for the owning user, preferSetFocus())

code: void SetUserFocus ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: void SetVisibilityInternal ( ESlateVisibility InVisibility )


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: Copy all accessible properties to the AccessibleWidgetData object

code: void SynchronizeAccessibleData()


code: template<class WidgetType> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< WidgetType > TakeDerivedWidget ( [ConstructMethodType](API\Runtime\UMG\Components\UWidget\ConstructMethodType) ConstructMethod )


description: Gets the underlying slate widget or constructs it if it doesn't exist. If you're looking to replace what slate widget gets constructed look for RebuildWidget. For extremely special cases where you actually need to change the GC Root widget of the constructed User Widget - you need to use TakeDerivedWidget you must also take care to not call TakeWidget before calling TakeDerivedWidget, as that would put the wrong expected wrapper around the resulting widget being constructed.

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


description: Remove a post-state-changed listener from this widget, resets state bitfield if no other state listeners exist

code: void UnregisterPostStateListener ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & ListenerDelegate )


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 ( class [IWidgetCompilerLog](API\Runtime\UMG\Editor\IWidgetCompilerLog) & CompileLog ) const


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


description: Convenience method to get widget state bitfield from enum value

code: static const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & GetBitfieldFromValue ( uint8 InValue )


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

code: virtual uint8 GetRegisteredWidgetState ( const [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget ) const


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

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


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

code: virtual void InitializeStaticBitfields() const


className: Unchecked

description: Post-load initialized values corresponding to this enum state


className: StateName

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


className: UWidget

description: This is the base class for all wrapped Slate controls that are exposed to UObjects.

code: class UWidget : public [UVisual](API\Runtime\UMG\Components\UVisual), public [INotifyFieldValueChanged](API\Runtime\FieldNotification\INotifyFieldValueChanged)

AccessibleBehavior

type: ESlateAccessibl...

description: Whether or not the widget is accessible, and how to describe it.

AccessibleSummaryBehavior

description: How to describe this widget when it's being presented through a summary of a parent widget.

AccessibleSummaryText

type: FText

description: When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget.

AccessibleSummaryTextDelegate

type: USlateAccessibl...

description: An optional delegate that may be assigned in place of AccessibleSummaryText for creating aTAttribute

AccessibleText

description: When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget.

AccessibleTextDelegate

description: An optional delegate that may be assigned in place of AccessibleText for creating aTAttribute

bCanChildrenBeAccessible

type: uint8:  1

description: Whether or not children of this widget can appear as distinct accessible widgets.

bCreatedByConstructionScript

type: uint8: 1

description: Flag if the Widget was created from a blueprint

bExpandedInDesigner

description: Stores the design time flag setting if the widget is expanded inside the designer

bHiddenInDesigner

description: Stores the design time flag setting if the widget is hidden inside the designer

bIsEnabledDelegate

type: FGetBool

description: A bindable delegate for bIsEnabled

bIsManagedByGameViewportSubsystem

description: Cached value that indicate if the widget was added to the GameViewportSubsystem.

bIsVariable

description: Allows controls to be exposed as variables in a blueprint.

bIsVolatile

description: If true prevents the widget or its child's geometry or layout information from being cached.

bLockedInDesigner

description: Stores the design time flag setting if the widget is locked inside the designer

bOverrideAccessibleDefaults

description: These editor-only properties exist for two reasons:

bShouldBroadcastState

type: bool

description: False will skip state broadcasts.

MyGCWidget

type: TWeakPtr<SObje...

description: The underlyingSWidgetcontained in aSObjectWidget

MyWidget

type: TWeakPtr<SWidg...

description: The underlyingSWidget.

MyWidgetStateBitfield

type: TSharedPtr<FWi...

description: The bitfield for this widget's state

NativeBindings

type: TArray<TObject...

description: Native property bindings.

Navigation

type: TObjectPtr< cla...

description: The navigation object for this widget is optionally created if the user has configured custom navigation rules for this widget in the widget designer.

PostWidgetStateChanged

type: FOnWidgetStateB...

description: Delegate that broadcasts after current widget state has fully changed, including all state-related side effects

Slot

type: TObjectPtr<UPa...

description: The parent slot of theUWidget.

ToolTipTextDelegate

type: FGetText

description: A bindable delegate for ToolTipText

ToolTipWidgetDelegate

type: FGetWidget

description: A bindable delegate for ToolTipWidget

UGameViewportSubsystem

type: friend

VisibilityDelegate

type: FGetSlateVisibi...

description: A bindable delegate for Visibility

WidgetGeneratedBy

type: TWeakObjectPtr<...

description: Stores a reference to the asset responsible for this widgets construction.

WidgetGeneratedByClass

description: Stores a reference to the class responsible for this widgets construction.


className: UWidgetCheckedStateRegistration

code: class UWidgetCheckedStateRegistration : public [UWidgetEnumStateRegistration](API\Runtime\UMG\Binding\States\UWidgetEnumStateRegistration)


code: void ApplyComponentInstanceData ( struct [FWidgetComponentInstanceData](API\Runtime\UMG\Components\FWidgetComponentInstanceData) * ComponentInstanceData )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: UActorComponentInterface

code: virtual void BeginPlay()


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

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


description:
Called during cluster construction if the object can be added to a cluster
true if this object can be inside of a cluster

code: virtual bool CanBeInCluster() const


description: UPrimitiveComponentInterface

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Just because the user attempts to receive hardware input does not mean it's possible.

code: bool CanReceiveHardwareInput() const


description: Returns the width of the widget component taking GeometryMode into account.

code: float ComputeComponentWidth() const


description: Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

code: virtual void DestroyComponent ( bool bPromoteChildren )


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Draws the current widget to the render target if possible.

code: virtual void DrawWidgetToRenderTarget ( float DeltaTime )


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


description: Gets the blend mode for the widget.

code: EWidgetBlendMode GetBlendMode() const


description: Returns the "actual" draw size of the quad in the world

code: FVector2D GetCurrentDrawSize() const


description: Return a CollisionShape that most closely matches this primitive.

code: virtual [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) GetCollisionShape ( float Inflation ) const


description: Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


description: Returns current absolute time, respecting TimingPolicy.

code: double GetCurrentTime() const


description: Defines the curvature of the widget component when using EWidgetGeometryMode::Cylinder; ignored otherwise.

code: float GetCylinderArcAngle() const


description:
When using EWidgetGeometryMode::Cylinder, continues the trace from the front face of the widget component into the cylindrical geometry and returns adjusted hit results information.
two hit locations FVector is in world space and a FVector2D is in widget-space.

code: [TTuple](API\Runtime\Core\Misc\TTuple)< FVector, FVector2D > GetCylinderHitLocation ( FVector WorldHitLocation, FVector WorldHitDirection ) const


description: Returns the "specified" draw size of the quad in the world

code: FVector2D GetDrawSize() const


description: GetCylinderArcAngle()


description: Returns the list of widgets with their geometry and the cursor position transformed into this Widget component's space.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FWidgetAndPointer](API\Runtime\SlateCore\Layout\FWidgetAndPointer) > GetHitWidgetPath ( FVector WorldHitLocation, bool bIgnoreEnabledStatus, float CursorRadius )


description: Returns the list of widgets with their geometry and the cursor position transformed into this Widget space. The widget space is expressed as a Vector2D.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FWidgetAndPointer](API\Runtime\SlateCore\Layout\FWidgetAndPointer) > GetHitWidgetPath ( FVector2D WidgetSpaceHitCoordinate, bool bIgnoreEnabledStatus, float CursorRadius )


description: Gets the last local location that was hit


description: Converts a world-space hit result to a hit location on the widget

code: virtual void GetLocalHitLocation ( FVector WorldHitLocation, FVector2D & OutLocalHitLocation ) const


description: bManuallyRedraw

code: bool GetManuallyRedraw() const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description: Returns the dynamic material instance used to render the user widget

code: [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetMaterialInstance() const


description: Gets the local player that owns this widget component.

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetOwnerPlayer() const


description: Returns the pivot point where the UI is rendered about the origin.

code: FVector2D GetPivot() const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Returns the render target to which the user widget is rendered

code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * GetRenderTarget() const


description: Returns the Slate widget that was assigned to this component, if any

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & GetSlateWidget() const


description: Returns the window containing the user widget content

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > GetSlateWindow() const


description: Gets whether the widget is two-sided or not

code: bool GetTwoSided() const


description: Returns the user widget object displayed by this component

code: [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetUserWidgetObject() const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Gets the widget that is used by this Widget Component. It will be null if a Slate Widget was set using SetSlateWidget function.

code: virtual [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetWidget() const


description: Get the fake window we create for widgets displayed in the world.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > GetVirtualWindow() const


description: Returns the class of the user widget displayed by this component

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > GetWidgetClass() const


description: Gets whether the widget ticks when offscreen or not

code: bool GetTickWhenOffscreen() const


description: Gets the visibility of the virtual window created to host the widget focusable.


description: Hook to allow this component modify the local position of the widget after it has been projected from world space to screen space.

code: virtual FVector2D ModifyProjectedLocalPosition ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & ViewportGeometry, const FVector2D & LocalPosition )


description: Ensures the user widget is initialized

code: virtual void InitWidget()


description: Returns true if the the Slate window is visible and that the widget is also visible, false otherwise.

code: bool IsWidgetVisible() const


description: bWindowFocusable

code: bool GetWindowFocusable() const


description: Overridable internal function to respond to changes in the hidden in game value of the component.

code: virtual void OnHiddenInGameChanged()


code: void OnLevelRemovedFromWorld ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


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

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


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


code: void RegisterHitTesterWithViewport ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > ViewportWidget )


description: Release resources associated with the widget.

code: virtual void ReleaseResources()


description: Requests that the widget be redrawn.

code: virtual void RequestRedraw()


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 )


description: Requests that the widget have it's render target updated, if TickMode is disabled, this will force a tick to happen to update the render target.

code: virtual void RequestRenderUpdate()


description: Sets the blend mode to use for this widget

code: void SetBlendMode ( const EWidgetBlendMode NewBlendMode )


description: Sets the background color and opacityscale for this widget

code: void SetBackgroundColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewBackgroundColor )


code: void SetDrawAtDesiredSize ( bool bInDrawAtDesiredSize )


description: Defines the curvature of the widget component when using EWidgetGeometryMode::Cylinder; ignored otherwise.

code: void SetCylinderArcAngle ( const float InCylinderArcAngle )


description: Sets the draw size of the quad in the world

code: void SetDrawSize ( FVector2D Size )


code: void SetGeometryMode ( EWidgetGeometryMode InGeometryMode )


code: void SetEditTimeUsable ( bool Value )


description: Sets layer z order used when this widget is initialized

code: void SetInitialLayerZOrder ( int32 NewLayerZOrder )


description: Sets shared layer name used when this widget is initialized

code: void SetInitialSharedLayerName ( [FName](API\Runtime\Core\UObject\FName) NewSharedLayerName )


description: Sets how much opacity from the UI widget's texture alpha is used when rendering to the viewport (0.0-1.0)

code: void SetOpacityFromTexture ( const float NewOpacityFromTexture )


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: bManuallyRedraw

code: void SetManuallyRedraw ( bool bUseManualRedraw )


description: Sets the local player that owns this widget component. Setting the owning player controls which player's viewport the widget appears on in a split screen scenario. Additionally it forwards the owning player to the actual UserWidget that is spawned.

code: void SetOwnerPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )


code: void SetPivot ( const FVector2D & InPivot )


description: Sets the Tick mode of the Widget Component.

code: void SetTickMode ( ETickMode InTickMode )


description: Sets whether the widget ticks when offscreen or not

code: void SetTickWhenOffscreen ( const bool bWantTickWhenOffscreen )


description: Sets a Slate widget to be rendered. You can use this to draw native Slate widgets using a WidgetComponent, instead of drawing user widgets.

code: virtual void SetSlateWidget ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & InSlateWidget )


code: void SetRedrawTime ( float InRedrawTime )


description: Sets the tint color and opacity scale for this widget

code: void SetTintColorAndOpacity ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewTintColorAndOpacity )


description: Sets whether the widget is two-sided or not

code: void SetTwoSided ( const bool bWantTwoSided )


code: void SetWidgetSpace ( EWidgetSpace NewSpace )


description: Sets the widget class used to generate the widget for this component

code: void SetWidgetClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > InWidgetClass )


description: bWindowFocusable

code: void SetWindowFocusable ( bool bInWindowFocusable )


description: Sets the widget to use directly. This function will keep track of the widget till the next time it's called with either a newer widget or a nullptr

code: virtual void SetWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget )


description: Sets the visibility of the virtual window created to host the widget focusable.

code: void SetWindowVisibility ( EWindowVisibility InVisibility )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Allows subclasses to control if the widget should be drawn. Called right before we draw the widget.

code: virtual bool ShouldDrawWidget() const


code: void UnregisterHitTesterWithViewport ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > ViewportWidget )


description: Ensures the body setup is initialized and updates it if needed.

code: void UpdateBodySetup ( bool bDrawSizeChanged )


description: Ensure the render target is initialized and updates it if needed.

code: virtual void UpdateRenderTarget ( FIntPoint DesiredRenderTargetSize )


description: Updates the dynamic parameters on the material instance, without re-creating it

code: void UpdateMaterialInstanceParameters()


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


description: Ensures the 3d window is created its size and content.

code: virtual void UpdateWidget()


className: WidgetHitTester

description: The hit tester to use for this component

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FWidget3DHitTester > WidgetHitTester;


className: UWidgetComponent

description: Material Properties set by this component on whatever material overrides the default. SlateUI [Texture] BackColor [Vector] TintColorAndOpacity [Vector] OpacityFromTexture [Scalar]

code: class UWidgetComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

BackgroundColor

type: FLinearColor

description: The background color of the component

bApplyGammaCorrection

description: Widget components that appear in the world will be gamma corrected by the 3D renderer.

bDrawAtDesiredSize

description: Causes the render target to automatically match the desired size.

bEditTimeUsable

description: Allows the widget component to be used at editor time. For use in the VR-Editor.

bIsTwoSided

description: Is the component visible from behind?

BlendMode

type: EWidgetBlendMod...

description: The blend mode for the widget.

bManuallyRedraw

description: Should we wait to be told to redraw to actually draw?

BodySetup

description: The body setup of the displayed quad

bReceiveHardwareInput

description: Register with the viewport for hardware input from the true mouse and keyboard.

bRedrawRequested

description: Has anyone requested we redraw?

bWindowFocusable

description: Is the virtual window created to host the widget focusable?

CurrentDrawSize

type: FIntPoint

description: The actual draw size, this changes based on DrawSize - or the desired size of the widget if bDrawAtDesiredSize is true.

CylinderArcAngle

type: float

description: Curvature of a cylindrical widget in degrees.

DrawSize

description: The size of the displayed quad.

GeometryMode

type: EWidgetGeometry...

description: Controls the geometry of the widget component. See EWidgetGeometryMode.

LastLocalHitLocation

description: The relative location of the last hit on this component

LastWidgetRenderTime

type: double

description: What was the last time we rendered the widget?

LayerZOrder

description: ZOrder the layer will be created on, note this only matters on the first time a new layer is created, subsequent additions to the same layer will use the initially defined ZOrder

MaskedMaterial

type: TObjectPtr<UMa...

description: The material instance for masked widget components.

description: The material instance for masked, one-sided widget components.

MaterialInstance

description: The dynamic instance of the material that the render target is attached to

OpacityFromTexture

description: Sets the amount of opacity from the widget's UI texture to use when rendering the translucent or masked UI to the viewport (0.0-1.0)

OpaqueMaterial

description: The material instance for opaque widget components

description: The material instance for opaque, one-sided widget components

OwnerPlayer

type: TObjectPtr<ULo...

description: The owner player for a widget component, if this widget is drawn on the screen, this controls what player's screen it appears on for split screen, if not set, users player 0.

Pivot

description: The Alignment/Pivot point that the widget is placed at relative to the position.

RedrawTime

description: The time in between draws, if 0 - we would redraw every frame.

RenderTarget

type: TObjectPtr<UTe...

description: The target to which the user widget is rendered

SharedLayerName

type: FName

description: Layer Name the widget will live on

SlateWindow

type: TSharedPtr< cla...

description: The slate window that contains the user widget content

Space

type: EWidgetSpace

description: The coordinate space in which to render the widget

TickMode

type: ETickMode

TickWhenOffscreen

description: Should the component tick the widget when it's off screen?

TimingPolicy

type: EWidgetTimingPo...

description: How this widget should deal with timing, pausing, etc.

TintColorAndOpacity

description: Tint color and opacity for this component

TranslucentMaterial

description: The material instance for translucent widget components

description: The material instance for translucent, one-sided widget components

WidgetClass

type: TSubclassOf<UU...

description: The class of User Widget to create and display an instance of

WidgetRenderer

type: FWidgetRenderer...

description: Helper class for drawing widgets to a render target.

WindowVisibility

type: EWindowVisibili...

description: The visibility of the virtual window created to host the widget


description: Is it safe for this interaction component to run? Might not be in a server situation with no slate application.

code: bool CanSendInput()


description: Returns true if the inteaction component can interact with the supplied widget component

code: bool CanInteractWithComponent ( [UWidgetComponent](API\Runtime\UMG\Components\UWidgetComponent) * Component ) const


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


className: FWidgetTraceResult

code: struct FWidgetTraceResult

bWasHit

type: bool

HitResult

type: FHitResult

HitWidgetComponent

type: UWidgetComponen...

HitWidgetPath

type: FWidgetPath

LineEndLocation

type: FVector


description: Gets the WidgetPath for the widget being hovered over based on the hit result.

code: virtual [FWidgetPath](API\Runtime\SlateCore\Layout\FWidgetPath) FindHoveredWidgetPath ( const [FWidgetTraceResult](API\Runtime\UMG\Components\UWidgetInteractionComponent\FWidgetTraceResult) & TraceResult ) const


description: Gets the last hit location on the widget in 2D, local pixel units of the render target.

code: FVector2D Get2DHitLocation() const


description: Get the currently hovered widget component.

code: [UWidgetComponent](API\Runtime\UMG\Components\UWidgetComponent) * GetHoveredWidgetComponent() const


description: Gets the last hit result generated by the component. Returns the custom hit result if that was set.

code: const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & GetLastHitResult() const


description: Gets the key and char codes for sending keys for the platform.

code: void GetKeyAndCharCodes ( const [FKey](API\Runtime\InputCore\FKey) & Key, bool & bHasKeyCode, uint32 & KeyCode, bool & bHasCharCode, uint32 & CharCode )


description: Returns true if a widget under the hit result is focusable. e.g. Slate widgets that return true for SupportsKeyboardFocus().

code: bool IsOverFocusableWidget() const


description: Gets the list of components to ignore during hit testing. Which is everything that is a parent/sibling of this component that's not a Widget Component. This is so traces don't get blocked by capsules and such around the player.

code: void GetRelatedComponentsToIgnoreInAutomaticHitTesting ( [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & IgnorePrimitives ) const


description: Called when a component is created (not loaded). This can happen in the editor or during gameplay

code: virtual void OnComponentCreated()


description: Performs the trace and gets the hit result under the specified InteractionSource


description: Gets the widget path for the slate widgets under the last hit result.

code: const [FWeakWidgetPath](API\Runtime\SlateCore\Layout\FWeakWidgetPath) & GetHoveredWidgetPath() const


description: Returns true if a widget under the hit result is has a visibility that makes it hit test visible. e.g. Slate widgets that return true for GetVisibility().IsHitTestVisible().

code: bool IsOverHitTestVisibleWidget() const


description: Returns true if a widget under the hit result is interactive. e.g. Slate widgets that return true for IsInteractable().

code: bool IsOverInteractableWidget() const


description: Does both the press and release of a simulated keyboard key.

code: virtual bool PressAndReleaseKey ( [FKey](API\Runtime\InputCore\FKey) Key )


description: Press a key as if it had come from the keyboard. Avoid using this for 'a-z|A-Z', things like the Editable Textbox in Slate expect OnKeyChar to be called to signal a specific character being send to the widget. So for those cases you should use SendKeyChar.

code: virtual bool PressKey ( [FKey](API\Runtime\InputCore\FKey) Key, bool bRepeat )


description: Sends a scroll wheel event to the widget under the last hit result.

code: virtual void ScrollWheel ( float ScrollDelta )


description: Presses a key as if the mouse/pointer were the source of it. Normally you would just use Left/Right mouse button for the Key. However - advanced uses could also be imagined where you send other keys to signal widgets to take special actions if they're under the cursor.

code: virtual void PressPointerKey ( [FKey](API\Runtime\InputCore\FKey) Key )


description: Releases a key as if the mouse/pointer were the source of it. Normally you would just use Left/Right mouse button for the Key. However - advanced uses could also be imagined where you send other keys to signal widgets to take special actions if they're under the cursor.

code: virtual void ReleasePointerKey ( [FKey](API\Runtime\InputCore\FKey) Key )


description: Releases a key as if it had been released by the keyboard.

code: virtual bool ReleaseKey ( [FKey](API\Runtime\InputCore\FKey) Key )


description: Transmits a list of characters to a widget by simulating a OnKeyChar event for each key listed in the string.

code: virtual bool SendKeyChar ( [FString](API\Runtime\Core\Containers\FString) Characters, bool bRepeat )


description: Set custom hit result. This is only taken into account if InteractionSource is set to EWidgetInteractionSource::Custom.

code: void SetCustomHitResult ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult )


description: Performs the simulation of pointer movement. Does not run if bEnableHitTesting is set to false.

code: void SimulatePointerMovement()


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Set the focus target of the virtual user managed by this component

code: void SetFocus ( [UWidget](API\Runtime\UMG\Components\UWidget) * FocusWidget )


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


className: UWidgetInteractionComponent

description: This is a component to allow interaction with the Widget Component. This class allows you to simulate a sort of laser pointer device, when it hovers over widgets it will send the basic signals to show as if the mouse were moving on top of it. You'll then tell the component to simulate key presses, like Left Mouse, down and up, to simulate a mouse click.

code: class UWidgetInteractionComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

bEnableHitTesting

description: Should the interaction component perform hit testing (Automatic or Custom) and attempt to simulate hover - if you were going to emulate a keyboard you would want to turn this option off if the virtual keyboard was separate from the virtual pointer device and used a second interaction component.

bIsHoveredWidgetFocusable

description: Are we hovering over any focusable widget?

bIsHoveredWidgetHitTestVisible

description: Are we hovered over a widget that is hit test visible?

bIsHoveredWidgetInteractable

description: Are we hovering over any interactive widgets.

bShowDebug

description: Shows some debugging lines and a hit sphere to help you debug interactions.

CustomHitResult

description: Stores the custom hit result set by the player.

DebugColor

type: FLinearColor

description: Determines the color of the debug lines.

DebugLineThickness

type: float

description: Determines the thickness of the debug lines.

DebugSphereLineThickness

description: Determines the line thickness of the debug sphere.

HoveredWidgetComponent

type: TObjectPtr<UWi...

description: The widget component we're currently hovering over.

InteractionDistance

description: The distance in game units the component should be able to interact with a widget component.

InteractionSource

type: EWidgetInteract...

description: Should we project from the world location of the component? If you set this to false, you'll need to callSetCustomHitResult(), and provide the result of a custom hit test form whatever location you wish.

LastHitResult

description: The last hit result we used.

LastLocalHitLocation

description: The last 2D location on the widget component that was hit.

LastWidgetPath

type: FWeakWidgetPath

description: The last widget path under the hit result.

LocalHitLocation

description: The 2D location on the widget component that was hit.

ModifierKeys

type: FModifierKeysSt...

description: The modifier keys to simulate during key presses.

OnHoveredWidgetChanged

type: FOnHoveredWidge...

description: Called when the hovered Widget Component changes.

PointerIndex

description: Each user virtual controller or virtual finger tips being simulated should use a different pointer index.

PressedKeys

type: TSet<FKey>

description: The current set of pressed keys we maintain the state of.

TraceChannel

type: TEnumAsByte< EC...

description: The trace channel to use when tracing for widget components in the world.

VirtualUser

type: TSharedPtr<FSl...

description: Represents the virtual user in slate.

VirtualUserIndex

description: Represents the Virtual UserIndex.


description: Get the reference of the currently active widget

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


description: Gets the number of widgets that this switcher manages.

code: int32 GetNumWidgets() const


description: Gets the palette category of the widget

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


description: Gets the slot index of the currently active widget

code: int32 GetActiveWidgetIndex() const


description: UPanelWidget.

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


description: Get a widget at the provided index

code: [UWidget](API\Runtime\UMG\Components\UWidget) * GetWidgetAtIndex ( int32 Index ) const


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


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


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


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


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

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


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 )


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 )


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

code: virtual void SynchronizeProperties()


className: UWidgetSwitcher

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

code: class UWidgetSwitcher : public [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget)

MyWidgetSwitcher

type: TSharedPtr< cla...


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


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

code: void BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidgetSwitcher](API\Runtime\Slate\Widgets\Layout\SWidgetSwitcher) > InWidgetSwitcher )


description: Sets the content of this slot, removing existing content if needed.

code: void SetContent ( [UWidget](API\Runtime\UMG\Components\UWidget) * NewContent )


code: void SetHorizontalAlignment ( EHorizontalAlignment InHorizontalAlignment )


code: void SetPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InPadding )


code: void SetVerticalAlignment ( EVerticalAlignment InVerticalAlignment )


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


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


description: Gets the palette category of the widget

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


description: UPanelWidget.

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


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


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


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


className: UWidgetSwitcherSlot

description: The Slot for theUWidgetSwitcher, contains the widget that is flowed vertically

code: class UWidgetSwitcherSlot : public [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot)


description: BeginUObject.

code: virtual void PostLoad()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


code: void SetDoubleClickTogglesFullscreen ( bool InDoubleClickTogglesFullscreen )


code: void SetWindowButtonsEnabled ( bool InWindowButtonsEnabled )


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


className: UWindowTitleBarArea

description: A panel for defining a region of the UI that should allow users to drag the window on desktop platforms.

code: class UWindowTitleBarArea : public [UContentWidget](API\Runtime\UMG\Components\UContentWidget)

MyWindowTitleBarArea

type: TSharedPtr<SWi...

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


code: void BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindowTitleBarArea](API\Runtime\Slate\Widgets\Layout\SWindowTitleBarArea) > WindowTitleBarArea )


code: void SetHorizontalAlignment ( EHorizontalAlignment InHorizontalAlignment )


code: void SetPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InPadding )


code: virtual void SynchronizeProperties()


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


className: UWindowTitleBarAreaSlot

description: The Slot for theUWindowTitleBarArea

code: class UWindowTitleBarAreaSlot : public [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot)


code: [UWrapBoxSlot](API\Runtime\UMG\Components\UWrapBoxSlot) * AddChildToWrapBox ( [UWidget](API\Runtime\UMG\Components\UWidget) * Content )


description: Gets the inner slot padding goes between slots sharing borders

code: FVector2D GetInnerSlotPadding() const


description: Gets the palette category of the widget

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


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


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


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


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


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


description: Sets the inner slot padding goes between slots sharing borders

code: void SetInnerSlotPadding ( FVector2D InPadding )


code: void SetExplicitWrapSize ( bool bInExplicitWrapSize )


code: void SetOrientation ( EOrientation InOrientation )


code: void SetWrapSize ( float InWrapSize )


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


className: UWrapBox

description: Arranges widgets left-to-right or top-to-bottom dependently of the orientation. When the widgets exceed the wrapSize it will place widgets on the next line.

code: class UWrapBox : public [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget)


code: void BuildSlot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWrapBox](API\Runtime\Slate\Widgets\Layout\SWrapBox) > InWrapBox )


code: float GetFillSpanWhenLessThan() const


code: void SetFillEmptySpace ( bool InbFillEmptySpace )


code: void SetFillSpanWhenLessThan ( float InFillSpanWhenLessThan )


code: void SetHorizontalAlignment ( EHorizontalAlignment InHorizontalAlignment )


code: void SetNewLine ( bool InForceNewLine )


code: void SetPadding ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) InPadding )


code: void SetVerticalAlignment ( EVerticalAlignment InVerticalAlignment )


code: virtual void SynchronizeProperties()


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


className: UWrapBoxSlot

description: The Slot for theUWrapBox, contains the widget that is flowed vertically

code: class UWrapBoxSlot : public [UPanelSlot](API\Runtime\UMG\Components\UPanelSlot)


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > Error ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > GetContextClass() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > Note ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


code: void InternalLogMessage ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > & Message )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > Warning ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


className: IWidgetCompilerLog

code: class IWidgetCompilerLog


description: Extend theUUserWidget::Constructfunction

code: virtual void Construct()


description: Extend theUUserWidget::Destructfunction

code: virtual void Destruct()


code: [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetUserWidget() const


description: Does the extension requires tick.

code: virtual bool RequiresTick() const


description: Extend theUUserWidget::Initializefunction

code: virtual void Initialize()


description: Extend theUUserWidget::Tickfunction. If the UserWidget ticks, then all extensions will tick regardless of RequiresTick.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, float InDeltaTime )


description: Extend theUUserWidget::Destructfunction. Called when theSWidgetis going to be destroy. (ReleaseSlateWidget)

code: virtual void Destruct ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget )


description: Extend theUUserWidget::Constructfunction. Called after when theSWidgetis created. (TakeWidget)

code: virtual void Construct ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget )


className: UUserWidgetExtension

description: UserWidgetExtension is the base class for components that define reusable behavior that can be added to different types of Widgets.

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


description: Extend theUUserWidget::Initializefunction. Called once when theUUserWidgetis created.

code: virtual void Initialize ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget )


description: Extend theUUserWidget::PreConstructfunction

code: virtual void PreConstruct ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget, bool IsDesignTime )


className: UWidgetBlueprintGeneratedClassExtension

description: WidgetExtension is the base class for components that define reusable behavior that can be added to different types of Widgets.

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


className: FWidgetEventField

description: void OnSomeEvent() { BroadcastFieldValueChanged(FFieldNotificationClassDescriptor::Text); } }; };

code: struct FWidgetEventField


description: The Slate style set for the UMG Style

code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()


description: Reloads textures used by slate renderer

code: static void ReloadTextures()


className: UMGStyleInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > UMGStyleInstance = NULL;


className: IUMGModule

description: Interface for the UMG Module.

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


className: MaxNumUVs

code: static const int32 MaxNumUVs = 6;


code: FSlateMeshVertex ( FVector2f InPos, [FColor](API\Runtime\Core\Math\FColor) InColor, FVector2f InUV0, FVector2f InUV1, FVector2f InUV2, FVector2f InUV3, FVector2f InUV4, FVector2f InUV5 )


className: FSlateMeshVertex

code: struct FSlateMeshVertex

Color

type: FColor


code: template<int32 Component, int32 ByteIndex> void PackByteIntoByte ( uint8 InValue )


code: template<int32 Component, int32 ByteIndex> void PackByteIntoByte ( float InValue )


code: template<int32 Component, int32 ByteIndex> void PackFloatIntoByte ( float InValue )


code: void SetBaseAddress ( float Address )


code: void SetPosition ( FVector2D Position )


code: void SetPositionFixedPoint16 ( FVector2D Position )


className: FSlateVectorArtInstanceData

code: struct FSlateVectorArtInstanceData

Data

description: LWC_TODO: should this andGetData()use FVector4f?


code: void SetScaleFixedPoint16 ( float Scale )


description: BeginFGCObject.

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


description:
Checks if this drag and drop operation is affected by a given PointerEvent.
true if the the pointer event affects this drag and drop operation (default true).

code: virtual bool AffectedByPointerEvent ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )


description: Constructs the window and widget if applicable.

code: virtual void Construct()


code: [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * GetOperation() const


description: Gets the widget that will serve as the decorator unless overridden. If you do not override, you will have no decorator

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetDefaultDecorator() const


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

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


code: static const [FString](API\Runtime\Core\Containers\FString) & GetTypeId()


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const


description: Allows drag/drop operations to override the current cursor


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUMGDragDropOp](API\Runtime\UMG\Slate\FUMGDragDropOp) > New ( [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation, const int32 PointerIndex, const FVector2D & CursorPosition, const FVector2D & ScreenPositionOfNode, float DPIScale, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SObjectWidget](API\Runtime\UMG\Slate\SObjectWidget) > SourceUserWidget )


description: Called when the mouse was moved during a drag and drop operation

code: virtual void OnDragged ( const class [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Invoked when the drag and drop operation has ended.

code: virtual void OnDrop ( bool bDropWasHandled, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: static [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * CreateTargetFor ( FVector2D DrawSize, TextureFilter InFilter, bool bUseGammaCorrection )


className: FUMGDragDropOp

description: This is the drag/drop class used for UMG, all UMG drag drop operations utilize this operation. It supports moving aUObjectpayload and using aUWidgetdecorator.

code: class FUMGDragDropOp : public [FGameDragDropOperation](API\Runtime\SlateCore\Input\FGameDragDropOperation), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * DrawWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Widget, FVector2D DrawSize )


code: bool DrawInvalidationRoot ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SVirtualWindow](API\Runtime\Slate\Widgets\SVirtualWindow) > & VirtualWindow, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget, [FSlateInvalidationRoot](API\Runtime\SlateCore\FastUpdate\FSlateInvalidationRoot) & Root, const [FSlateInvalidationContext](API\Runtime\SlateCore\FastUpdate\FSlateInvalidationContext) & Context, bool bDeferRenderTargetUpdate )


code: void DrawWidget ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Widget, FVector2D DrawSize, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWidget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Widget, FVector2D DrawSize, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWidget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Widget, float Scale, FVector2D DrawSize, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWidget ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Widget, float Scale, FVector2D DrawSize, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWindow ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, [FHittestGrid](API\Runtime\SlateCore\Input\FHittestGrid) & HitTestGrid, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > Window, float Scale, FVector2D DrawSize, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWindow ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget, [FHittestGrid](API\Runtime\SlateCore\Input\FHittestGrid) & HitTestGrid, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > Window, float Scale, FVector2D DrawSize, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWindow ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & PaintArgs, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > Window, [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) WindowGeometry, [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) WindowClipRect, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWindow ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, [FHittestGrid](API\Runtime\SlateCore\Input\FHittestGrid) & HitTestGrid, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > Window, [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) WindowGeometry, [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) WindowClipRect, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWindow ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget, [FHittestGrid](API\Runtime\SlateCore\Input\FHittestGrid) & HitTestGrid, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > Window, [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) WindowGeometry, [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) WindowClipRect, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void DrawWindow ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & PaintArgs, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > Window, [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) WindowGeometry, [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) WindowClipRect, float DeltaTime, bool bDeferRenderTargetUpdate )


code: void SetApplyColorDeficiencyCorrection ( bool bInApplyColorCorrection )


code: void SetClearHitTestGrid ( bool bInClearHitTestGrid )


code: void SetShouldClearTarget ( bool bShouldClear )


code: void SetIsPrepassNeeded ( bool bInPrepassNeeded )


code: void SetUseGammaCorrection ( bool bInUseGammaSpace )


code: FWidgetRenderer ( bool bUseGammaCorrection, bool bInClearTarget )


className: FWidgetRenderer

code: class FWidgetRenderer : public [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface)

DeferredPaints

type: TArray<TShared...


code: bool operator== ( const [FWidgetTransform](API\Runtime\UMG\Slate\FWidgetTransform) & Other ) const


code: bool operator!= ( const [FWidgetTransform](API\Runtime\UMG\Slate\FWidgetTransform) & Other ) const


code: FWidgetTransform ( const FVector2D & InTranslation, const FVector2D & InScale, const FVector2D & InShear, float InAngle )


code: [UListViewBase](API\Runtime\UMG\Components\UListViewBase) * GetOwningListView() const


className: FWidgetTransform

description: Describes the standard transformation of a widget

code: struct FWidgetTransform

Angle

description: The angle in degrees to rotate

Scale

description: The scale to apply to the widget

Shear

description: The amount to shear the widget in slate units

Translation

description: The amount to translate the widget in slate units


className: ObjectRowsByUserWidget

description: Intentionally being a bit nontraditional here - we track associations between UserWidget rows and their underlyingIObjectTableRow. This allows us to mirror theITableRowAPI very easily onIUserListEntrywithout requiring rote setting/getting of row states on every UMG subclass.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) >, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< const [IObjectTableRow](API\Runtime\UMG\Slate\IObjectTableRow) > > ObjectRowsByUserWidget;


code: [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetUserWidget() const


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [IObjectTableRow](API\Runtime\UMG\Slate\IObjectTableRow) > ObjectRowFromUserWidget ( const [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * RowUserWidget )


description: FRenderRun.

code: uint32 AddMesh ( [USlateVectorArtData](API\Runtime\UMG\Slate\USlateVectorArtData) & InMeshData )


className: IObjectTableRow

code: class IObjectTableRow : public [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow)


description: Much like AddMesh, but also enables instancing support for this MeshId.

code: uint32 AddMeshWithInstancing ( [USlateVectorArtData](API\Runtime\UMG\Slate\USlateVectorArtData) & InMeshData, int32 InitialBufferSize )


description: AddMesh

code: void AddRenderRun ( uint32 InMeshIndex, uint32 InInstanceOffset, uint32 InNumInstances )


description: ~FGCObject

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


description: Discard any previous runs and reserve space for new render runs if needed.

code: void ClearRuns ( int32 NumRuns )


code: void Construct ( const [FArguments](API\Runtime\UMG\Slate\SMeshWidget\FArguments) & Args )


description: LeafWidgets should compute their DesiredSize based solely on their visual representation. There is no need to take child widgets into account as LeafWidgets have none by definition. For example, the TextBlock widget simply measures the area necessary to display its text with the given font and font size.

code: virtual FVector2D ComputeDesiredSize ( float ) const


description: Enable hardware instancing

code: void EnableInstancing ( uint32 MeshId, int32 InitialSize )


description:
Switch from static material to material instance dynamic.
The MID for this Asset on which parameters can be set.

code: [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * ConvertToMID ( uint32 MeshId )


description: The StaticMesh asset that should be drawn.

code: WidgetArgsType & MeshData &40; USlateVectorArtData &42; InArg &41;


className: FArguments

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


className: FRenderData

code: struct FRenderData

Brush

description: Holds on to the material that is found on the StaticMesh.

IndexData

type: TArray< SlateIn...

description: Connectivity data: Order in which the vertexes occur to make up a series of triangles.

PerInstanceBuffer

type: TSharedPtr<ISl...

description: Per instance data that can be passed to

RenderingResourceHandle

type: FSlateResourceH...

description: A rendering handle used to quickly access the rendering data for the slate element

VertexData

type: TArray<FSlateV...

description: Holds a copy of the Static Mesh's data converted to a format that Slate understands.


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


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

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


description: Whenever possible, LeafWidgets should avoid dealing with layout properties. See TextBlock for an example.

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: static void PushUpdate ( uint32 VectorArtId, [SMeshWidget](API\Runtime\UMG\Slate\SMeshWidget) & Widget, const FVector2D & Position, float Scale, uint32 BaseAddress )


code: static void PushUpdate ( uint32 VectorArtId, [SMeshWidget](API\Runtime\UMG\Slate\SMeshWidget) & Widget, const FVector2D & Position, float Scale, float OptionalFloat )


className: SMeshWidget

description: A widget that draws vertexes provided by a 2.5D StaticMesh. The Mesh's material is used. Hardware instancing is supported.

code: class SMeshWidget : public [SLeafWidget](API\Runtime\SlateCore\Widgets\SLeafWidget), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

RenderData

type: TArray<FRender...


description: Updates the per instance buffer. Automatically enables hardware instancing.

code: void UpdatePerInstanceBuffer ( uint32 MeshId, FSlateInstanceBufferData & Data )


code: EActiveTimerReturnType DetectItemSelectionChanged ( double InCurrentTime, float InDeltaTime )


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


description: Does this item have children?

code: virtual int32 DoesItemHaveChildren() const


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


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


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


description: this table row as a widget

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


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


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


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


code: typedef FArguments WidgetArgsType


description: the content of this table row

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


description: how nested the item associated with this row when it is in a TreeView

code: virtual int32 GetIndentLevel() const


code: const ItemType * GetItemForThis ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITypedTableView](API\Runtime\Slate\Framework\Views\ITypedTableView)< ItemType >> & OwnerTable ) const


description: Called to query the selection mode for the row

code: virtual [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) GetSelectionMode() const


description: The index of the item for which this widget was generated

code: virtual int32 GetIndexInList()


code: virtual [UListViewBase](API\Runtime\UMG\Components\UListViewBase) * GetOwningListView() const


description: the size for the specified column name

code: virtual FVector2D GetRowSizeForColumn ( const [FName](API\Runtime\Core\UObject\FName) & InColumnName ) const


description: BitArray where each entry corresponds to whether this item needs a vertical wire draw for that depth.

code: virtual [TBitArray](API\Runtime\Core\Containers\TBitArray) GetWiresNeededByDepth() const


code: virtual [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetUserWidget() const


description: Called when the row has been generated and associated with an item in the owning table. Any attempts to access the item associated with the row prior to this (i.e. inConstruct()) will fail, as the association is not yet established in the owning table.

code: virtual void InitializeRow()


description: true if the corresponding item is expanded; false otherwise

code: virtual bool IsItemExpanded() const


description: True if the corresponding item is selected; false otherwise

code: virtual bool IsItemSelected() const


description: true if this item is the last direct descendant of its parent.

code: virtual bool IsLastChild() const


code: virtual void NotifyItemExpansionChanged ( bool bIsExpanded )


description: Called when Slate detects that a widget started to be dragged. Usage: A widget can ask Slate to detect a drag. OnMouseDown() reply withFReply::Handled().DetectDrag( SharedThis(this) ). Slate will either send anOnDragDetected()event or do nothing. If the user releases a mouse button or leaves the widget before a drag is triggered (maybe user started at the very edge) then no event will be sent.

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


code: virtual void OnItemSelectionChanged ( bool bIsItemSelected )


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 )


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.

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:
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: 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 )


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

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


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 started (finger down)

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


description: Called when the expander arrow for this row is shift+clicked


description: Called when the row has been released from the owning table and is no longer associated with any items therein. Only relevant if the row widgets are pooled or otherwise referenced/kept alive outside the owning table. Otherwise, the row is destroyed.

code: virtual void ResetRow()


description:
Checks to see if this widget supports keyboard focus. Override this in derived classes.
True if this widget can take keyboard focus

code: virtual bool SupportsKeyboardFocus() const


description: Toggle the expansion of the item associated with this row

code: virtual void ToggleExpansion()


code: virtual void SetIndexInList ( int32 InIndexInList )


className: SObjectTableRow

description: Note: Much of the implementation here matches STableRowexactly, so refer there if looking for additional information.

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

OnHovered

type: FOnRowHovered

OwnerListView

type: TWeakObjectPtr<...

OwnerTablePtr

type: TWeakPtr<IType...


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 )


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\Runtime\UMG\Slate\SObjectWidget\FArguments) & InArgs, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * InWidgetObject )


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


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


code: typedef FArguments WidgetArgsType


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


description: Is this widget interactive or not? Defaults to false

code: virtual bool IsInteractable() const


code: [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetWidgetObject() const


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: Overload this method to report a name for your referencer

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


code: void OnDragCancelled ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation )


description: The system asks each widget under the mouse to provide a cursor. This event is bubbled.FCursorReply::Unhandled()if the event is not handled; returnFCursorReply::Cursor()otherwise.

code: virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) OnCursorQuery ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & CursorEvent ) const


description: Called when Slate detects that a widget started to be dragged. Usage: A widget can ask Slate to detect a drag. OnMouseDown() reply withFReply::Handled().DetectDrag( SharedThis(this) ). Slate will either send anOnDragDetected()event or do nothing. If the user releases a mouse button or leaves the widget before a drag is triggered (maybe user started at the very edge) then no event will be sent.

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


description:
The concession is to return a can_handled/cannot_handle boolean rather than a fullFReply.
A reply that indicated whether the contents of the DragDropEvent can potentially be processed by this widget.

code: virtual void OnDragEnter ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Called during drag and drop when the drag leaves a widget.

code: virtual void OnDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description:
Called during drag and drop when the the mouse is being dragged over a widget.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDragOver ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


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

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


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 whenever a focus path is changing on all the widgets within the old and new focus paths

code: virtual void OnFocusChanging ( const [FWeakWidgetPath](API\Runtime\SlateCore\Layout\FWeakWidgetPath) & PreviousFocusPath, const [FWidgetPath](API\Runtime\SlateCore\Layout\FWidgetPath) & NewWidgetPath, const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description:
Called when the user is dropping something onto a widget; terminates drag and drop.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDrop ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description:
Called after a character is entered while this widget has keyboard focus
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyChar ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) & InCharacterEvent )


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
Called after a key is released when this widget has focus
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )