description: Get the last object of the given type from the given list of elements.

code: namespace TypedElementListObjectUtil { template<typename RequiredClassType> RequiredClassType * TypedElementListObjectUtil::GetBottomObject ( FTypedElementListConstRef InElementList ) }


description: Test if there are any objects of the exact class in the given list of elements (a quick test using the class counter, skipping derived types).

module: TypedElementRuntime

code: namespace TypedElementListObjectUtil { template<typename ClassType> bool TypedElementListObjectUtil::HasObjectsOfExactClass ( FTypedElementListConstRef InElementList ) }


description: Count the number of objects of the exact class in the given list of elements (a quick test using the class counter, skipping derived types).

code: namespace TypedElementListObjectUtil { template<typename ClassType> bool TypedElementListObjectUtil::CountObjectsOfExactClass ( FTypedElementListConstRef InElementList ) }


description: Test to see whether selection modifiers (Ctrl or Shift) are allowed while selecting this element.

code: bool AllowSelectionModifiers ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle ) const


code: bool AllowSelectionModifiers ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle ) const


description: Get the first object of the given type from the given list of elements.

code: namespace TypedElementListObjectUtil { template<typename RequiredClassType> RequiredClassType * TypedElementListObjectUtil::GetTopObject ( FTypedElementListConstRef InElementList ) }


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

code: virtual void BeginDestroy()


description: Test to see whether the given element can be deselected.

code: bool CanDeselectElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions ) const


code: bool CanDeselectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions ) const


description: Test to see whether the given element can be selected.

code: bool CanSelectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions ) const


code: bool CanSelectElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions ) const


description:
Clear the current selection.
True if the selection was changed, false otherwise.

code: bool ClearSelection ( const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


description: Count the number of selected elements, optionally filtering to elements that implement the given interface.

code: int32 CountSelectedElements ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > InBaseInterfaceType ) const


description: Count the number of selected objects.

code: template<typename RequiredClassType> int32 CountSelectedObjects() const


description: Count the number of selected objects.

code: int32 CountSelectedObjects ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InRequiredClass ) const


description:
Attempt to deselect the given element.
True if the selection was changed, false otherwise.

code: bool DeselectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool DeselectElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


description:
Attempt to deselect the given elements.
True if the selection was changed, false otherwise.

code: bool DeselectElements ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool DeselectElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool DeselectElements ( FTypedElementListConstRef InElementList, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool DeselectElements ( const [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > & InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


className: FOnChanged

description: This is called automatically at the end of each frame, but can also be manually invoked by NotifyPendingChanges.

code: class FOnChanged : public TBaseMulticastDelegate_OneParam< void, const UTypedElementSelectionSet * >


className: FOnChangeDynamic

code: class FOnChangeDynamic


className: FOnPreChange

description: This may be called even if no actual change happens, so may be called multiple times without a corresponding OnChanged notification.

code: class FOnPreChange : public TBaseMulticastDelegate_OneParam< void, const UTypedElementSelectionSet * >


className: FOnPreChangeDynamic

code: class FOnPreChangeDynamic


description: Return true from the callback to continue enumeration.

code: void ForEachSelectedElementHandle ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) &)> InCallback, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > & InBaseInterfaceType ) const


code: template<typename BaseInterfaceType> void ForEachSelectedElement ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< BaseInterfaceType > &)> InCallback ) const


code: template<typename RequiredClassType> void ForEachSelectedObject ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(RequiredClassType *)> InCallback ) const


code: void ForEachSelectedObject ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UObject](API\Runtime\CoreUObject\UObject\UObject) *)> InCallback, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InRequiredClass ) const


description: Get the last selected element implementing the given interface.

code: template<typename BaseInterfaceType> [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< BaseInterfaceType > GetBottomSelectedElement() const


description: Get the last element that implement the given interface and pass the predicate.  A function that return should true when the element is desirable

code: template<typename BaseInterfaceType> [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< BaseInterfaceType > GetBottomSelectedElement ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< BaseInterfaceType > &)> Predicate ) const


description: Get the last selected object of the given type.

code: template<typename RequiredClassType> RequiredClassType * GetBottomSelectedObject() const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetBottomSelectedObject ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InRequiredClass ) const


description:
Serializes the current selection set. The calling code is responsible for storing any state information. The selection set can be returned to a prior state using RestoreSelectionState.
the current state of the selection set.


description: Get the underlying element list holding the selection state.


description: Get a normalized version of the given element list that can be used to perform operations like gizmo manipulation, deletion, copying, etc. This will do things like expand out groups, and resolve any parent<->child elements so that duplication operations aren't performed on both the parent and the child.

code: FTypedElementListRef GetNormalizedElementList ( FTypedElementListConstRef InElementList, const [FTypedElementSelectionNormalizationOptions](API\Runtime\TypedElementRuntime\Elements\Framework\FTypedElementSel-_1) InNormalizationOptions ) const


code: void GetNormalizedElementList ( FTypedElementListConstRef InElementList, const [FTypedElementSelectionNormalizationOptions](API\Runtime\TypedElementRuntime\Elements\Framework\FTypedElementSel-_1) & InNormalizationOptions, FTypedElementListRef OutNormalizedElements ) const


description: Get a normalized version of this selection set that can be used to perform operations like gizmo manipulation, deletion, copying, etc. This will do things like expand out groups, and resolve any parent<->child elements so that duplication operations aren't performed on both the parent and the child.

code: FTypedElementListRef GetNormalizedSelection ( const [FTypedElementSelectionNormalizationOptions](API\Runtime\TypedElementRuntime\Elements\Framework\FTypedElementSel-_1) InNormalizationOptions ) const


code: void GetNormalizedSelection ( const [FTypedElementSelectionNormalizationOptions](API\Runtime\TypedElementRuntime\Elements\Framework\FTypedElementSel-_1) & InNormalizationOptions, FTypedElementListRef OutNormalizedElements ) const


description: Get the number of selected elements.

code: int32 GetNumSelectedElements() const


description: Get a scoped object that when destroyed it clear a pending change notification without emitting the notification if it happened during its lifecycle.


description: Get the handle of every selected element, optionally filtering to elements that implement the given interface.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > GetSelectedElementHandles ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > InBaseInterfaceType ) const


code: template<typename ArrayAllocator> void GetSelectedElementHandles ( [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle), ArrayAllocator > & OutArray, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > & InBaseInterfaceType ) const


description: Get the array of selected objects from the currently selected elements.

code: template<typename RequiredClassType> [TArray](API\Runtime\Core\Containers\TArray)< RequiredClassType * > GetSelectedObjects() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedObjects ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InRequiredClass ) const


description: Given an element, return the element that should actually perform a selection operation.

code: [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) GetSelectionElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const ETypedElementSelectionMethod InSelectionMethod ) const


code: [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) GetSelectionElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const ETypedElementSelectionMethod InSelectionMethod ) const


description: Get the first selected element implementing the given interface.

code: template<typename BaseInterfaceType> [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< BaseInterfaceType > GetTopSelectedElement() const


description: Get the first element that implement the given interface and pass the predicate  A function that should return true when the element is desirable

code: template<typename BaseInterfaceType> [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< BaseInterfaceType > GetTopSelectedElement ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [TTypedElement](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElement)< BaseInterfaceType > &)> Predicate ) const


description: Get the first selected object of the given type.

code: template<typename RequiredClassType> RequiredClassType * GetTopSelectedObject() const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetTopSelectedObject ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InRequiredClass ) const


description: Test whether there selected elements, optionally filtering to elements that implement the given interface.

code: bool HasSelectedElements ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > InBaseInterfaceType ) const


description: Test whether there are any selected objects.

code: template<typename RequiredClassType> bool HasSelectedObjects() const


code: bool HasSelectedObjects ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InRequiredClass ) const


description: Test to see whether the given element is currently considered selected.

code: bool IsElementSelected ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) InSelectionOptions ) const


description: Script Api Test to see whether the given element is currently considered selected.

code: bool IsElementSelected ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) InSelectionOptions ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > K2_GetSelectedElementHandles ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > InBaseInterfaceType ) const


description: Access the interface to allow external systems (such asUSelection) to receive immediate sync notifications as the underlying element list is changed. This exists purely as a bridging mechanism and shouldn't be relied on for new code. It is lazily created as needed.


description: Access the interface to allow external systems (such asUSelection) to receive immediate sync notifications as the underlying element list is changed. This exists purely as a bridging mechanism and shouldn't be relied on for new code. This will return null if no legacy sync has been created for this instance.


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description: Invoke the delegate called whenever the underlying element list has been changed.

code: void NotifyPendingChanges()


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Restores the selection set from the given state. The calling code is responsible for managing any undo state.

code: void RestoreSelectionState ( const [FTypedElementSelectionSetState](API\Runtime\TypedElementRuntime\Elements\Framework\FTypedElementSelectionSetState) & InSelectionState )


description:
Attempt to select the given element.
True if the selection was changed, false otherwise.

code: bool SelectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool SelectElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


description:
Attempt to select the given elements.
True if the selection was changed, false otherwise.

code: bool SelectElements ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool SelectElements ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool SelectElements ( FTypedElementListConstRef InElementList, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool SelectElements ( const [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > & InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


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:
Equivalent to calling ClearSelection then SelectElements, but happens in a single batch.
True if the selection was changed, false otherwise.

code: bool SetSelection ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool SetSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool SetSelection ( FTypedElementListConstRef InElementList, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: bool SetSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > & InElementHandles, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) InSelectionOptions )


code: UTypedElementSelectionSet()


className: UTypedElementSelectionSet

description: A wrapper around an element list that ensures mutation goes via the selection interfaces, as well as providing some utilities for batching operations.

code: class UTypedElementSelectionSet : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [TTypedElementInterfaceCustomizationRegistry< FTypedElementSelectionCustomization >](API\Runtime\TypedElementRuntime\Elements\Framework\TTypedElementInt-)

OnPreSelectionChange

type: FOnPreChangeDyn...

description: Delegate that is invoked whenever the underlying element list is potentially about to change.

OnSelectionChange

type: FOnChangeDynami...

description: Delegate that is invoked whenever the underlying element list has been changed.


code: bool AllowIndirect() const


code: [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & SetAllowIndirect ( const bool InAllowIndirect )


className: FTypedElementIsSelectedOptions

code: struct FTypedElementIsSelectedOptions


code: bool AllowGroups() const


code: bool AllowHidden() const


code: bool AllowLegacyNotifications() const


code: [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & SetAllowGroups ( const bool InAllowGroups )


code: [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & SetAllowHidden ( const bool InAllowHidden )


code: [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & SetAllowLegacyNotifications ( const bool InAllowLegacyNotifications )


code: [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & SetChildElementInclusionMethod ( const ETypedElementChildInclusionMethod InChildElementInclusionMethod )


code: [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & SetWarnIfLocked ( const bool InWarnIfLocked )


code: bool WarnIfLocked() const


className: FTypedElementSelectionOptions

code: struct FTypedElementSelectionOptions


description:
Returns any asset datas for content objects referenced by handle. If the given handle itself has valid asset data, it should be returned as the last element of the array.
An array of valid asset datas.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAllReferencedAssetDatas ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description:
Script Api Returns any asset datas for content objects referenced by handle. If the given handle itself has valid asset data, it should be returned as the last element of the array.
An array of valid asset datas.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAllReferencedAssetDatas ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description: Returns the asset data for the given handle, if it exists.

code: virtual [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetData ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetData ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


className: ITypedElementAssetDataInterface

code: class ITypedElementAssetDataInterface


description: Appends to OutElementHandles.

code: virtual void GetChildElements ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutElementHandles, const bool bAllowCreate )


description: Appends to OutElementHandles.

code: virtual void GetChildElements ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, [TArray](API\Runtime\Core\Containers\TArray)< [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) > & OutElementHandles, const bool bAllowCreate )


description: Get the logical parent of this element, if any. eg) A component might return its actor, or a static mesh instance might return its ISM component.

code: virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) GetParentElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const bool bAllowCreate )


description: Script Api Get the logical parent of this element, if any. eg) A component might return its actor, or a static mesh instance might return its ISM component.

code: virtual [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) GetParentElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const bool bAllowCreate )


description: Get the object instance that this handle represents, if any.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: ITypedElementHierarchyInterface

code: class ITypedElementHierarchyInterface


description: Script api Get the object instance that this handle represents, if any.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


description:
Attempts to cast the given handle to another class.
the casted object if successful, otherwise nullptr.

code: template<class CastTo> CastTo * GetObjectAs ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description:
Attempts to cast the given handle to another class, if it can also be casted to TargetClass. This is intended for use in cases where the calling code may only need an actor pointer, but also wants to be sure it's a specific type of actor.
the casted object if successful, otherwise nullptr.

code: template<class CastTo> CastTo * GetObjectAs ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< CastTo > TargetClass )


description: Gets the object instance's class that the handle represents, if any.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle )


className: ITypedElementObjectInterface

code: class ITypedElementObjectInterface


code: virtual void SetCustomData ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > CustomDataFloats, bool bMarkRenderStateDirty )


description: Sets all Primitive's CustomData values.

code: virtual void SetCustomData ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [TArray](API\Runtime\Core\Containers\TArray)< float > & CustomDataFloats, bool bMarkRenderStateDirty )


code: virtual void SetCustomDataValue ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, int32 CustomDataIndex, float CustomDataValue, bool bMarkRenderStateDirty )


description: Sets a single Primitive's CustomData value.

code: virtual void SetCustomDataValue ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, int32 CustomDataIndex, float CustomDataValue, bool bMarkRenderStateDirty )


description: An interface for use with the TypedElement Framework which exposes Primitive CustomData for use within Materials.


description: Test to see whether selection modifiers (Ctrl or Shift) are allowed while selecting this element.

code: virtual bool AllowSelectionModifiers ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListConstPtr & InSelectionSet )


code: virtual bool AllowSelectionModifiers ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) InSelectionSet )


description: Test to see whether the given element can be deselected.

code: virtual bool CanDeselectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


code: virtual bool CanDeselectElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


description: Test to see whether the given element can be selected.

code: virtual bool CanSelectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


code: virtual bool CanSelectElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


description: Create a transacted element instance that can be used to save the given element for undo/redo.

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementTransactedElement](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementTra-) > CreateTransactedElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


description: Create a transacted element instance that can be used to load an element previously saved for undo/redo.

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ITypedElementTransactedElement](API\Runtime\TypedElementRuntime\Elements\Interfaces\ITypedElementTra-) > CreateTransactedElement ( const FTypedHandleTypeId InTypeId )


description: The instance returned from this function must have either SetElement or SetElementType called on it prior to being used.


description:
Attempt to deselect the given element.
True if the selection was changed, false otherwise.

code: virtual bool DeselectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


code: virtual bool DeselectElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


description: Given an element, return the element that should actually perform a selection operation.

code: virtual [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) GetSelectionElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListConstPtr & InCurrentSelection, const ETypedElementSelectionMethod InSelectionMethod )


code: virtual [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) GetSelectionElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) InCurrentSelection, const ETypedElementSelectionMethod InSelectionMethod )


description: Script Api Test to see whether the given element is currently considered selected.

code: virtual bool IsElementSelected ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, const [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) InSelectionSet, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions )


description: Test to see whether the given element is currently considered selected.

code: virtual bool IsElementSelected ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListConstPtr & SelectionSetPtr, const [FTypedElementIsSelectedOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementIsS-) & InSelectionOptions )


description:
Attempt to select the given element.
True if the selection was changed, false otherwise.

code: virtual bool SelectElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle, const FTypedElementListPtr & InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


code: virtual bool SelectElement ( const [FScriptTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementHandle) & InElementHandle, [FScriptTypedElementListProxy](API\Runtime\TypedElementFramework\Elements\Framework\FScriptTypedElementListProxy) InSelectionSet, const [FTypedElementSelectionOptions](API\Runtime\TypedElementRuntime\Elements\Interfaces\FTypedElementSelectionOptions) & InSelectionOptions )


description: Test to see whether the given element prevents the selection set state from being transacted for undo/redo (eg, if the element belongs to a PIE instance).

code: virtual bool ShouldPreventTransactions ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


className: ITypedElementSelectionInterface

code: class ITypedElementSelectionInterface


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


code: void SerializeImpl ( [FArchive](API\Runtime\Core\Serialization\FArchive) & InArchive )


code: void SetElement ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: void SetElementImpl ( const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) & InElementHandle )


code: void SetElementType ( const FTypedHandleTypeId InTypeId )


className: ITypedElementTransactedElement

code: class ITypedElementTransactedElement


code: FAssetData GetAssetData&40;&41; const


code: TArray< FAssetData > GetAllReferencedAssetDatas&40;&41; const


code: template<> struct TTypedElement< ITypedElementAssetDataInterface > : public [TTypedElementBase< ITypedElementAssetDataInterface >](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementBase)


code: void GetChildElements &40; TArray< FTypedElementHandle > & OutElementHandles, const bool bAllowCreate &41; const


code: template<> struct TTypedElement< ITypedElementHierarchyInterface > : public [TTypedElementBase< ITypedElementHierarchyInterface >](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementBase)


code: UObject &42; GetObject&40;&41; const


code: FTypedElementHandle GetParentElement &40; const bool bAllowCreate &41; const


code: template<class CastTo> CastTo &42; GetObjectAs &40; TSubclassOf< CastTo > TargetClass &41; const


code: template<class CastTo> CastTo &42; GetObjectAs&40;&41; const


code: template<> struct TTypedElement< ITypedElementObjectInterface > : public [TTypedElementBase< ITypedElementObjectInterface >](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementBase)


code: UClass &42; GetObjectClass&40;&41; const


code: void SetCustomData &40; TArrayView< float > CustomDataFloats, bool bMarkRenderStateDirty &41; const


code: void SetCustomDataValue &40; int32 CustomDataIndex, float CustomDataValue, bool bMarkRenderStateDirty &41;


code: template<> struct TTypedElement< ITypedElementPrimitiveCustomDataInterface > : public [TTypedElementBase< ITypedElementPrimitiveCustomDataInterface >](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementBase)


code: bool AllowSelectionModifiers &40; FTypedElementListConstRef InSelectionSet &41; const


code: bool CanSelectElement &40; const FTypedElementSelectionOptions & InSelectionOptions &41; const


code: bool CanDeselectElement &40; const FTypedElementSelectionOptions & InSelectionOptions &41; const


code: TUniquePtr< ITypedElementTransactedElement > CreateTransactedElement&40;&41; const


code: bool DeselectElement &40; FTypedElementListRef InSelectionSet, const FTypedElementSelectionOptions & InSelectionOptions &41; const


code: FTypedElementHandle GetSelectionElement &40; FTypedElementListConstRef InCurrentSelection, const ETypedElementSelectionMethod InSelectionMethod &41; const


code: bool IsElementSelected &40; FTypedElementListConstRef InSelectionSet, const FTypedElementIsSelectedOptions & InSelectionOptions &41; const


code: bool SelectElement &40; FTypedElementListRef InSelectionSet, const FTypedElementSelectionOptions & InSelectionOptions &41; const


code: template<> struct TTypedElement< ITypedElementSelectionInterface > : public [TTypedElementBase< ITypedElementSelectionInterface >](API\Runtime\TypedElementFramework\Elements\Framework\TTypedElementBase)


className: UTypedElementAssetDataInterface

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


className: UTypedElementHierarchyInterface

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


className: UTypedElementObjectInterface

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


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


className: UTypedElementSelectionInterface

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


className: FIntermediateMargin

module: UMG

code: struct FIntermediateMargin

Bottom

type: double


className: FIntermediateWidgetTransform

code: struct FIntermediateWidgetTransform


code: FVector2D GetTranslationFactor() const


code: FMovieScene2DTransformMask ( EMovieScene2DTransformChannel Channel )


code: static [FMovieSceneUMGComponentTypes](API\Runtime\UMG\Animation\FMovieSceneUMGComponentTypes) * Get()


className: FMovieSceneUMGComponentTypes

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

code: struct FMovieSceneUMGComponentTypes

CustomMarginAccessors

type: TCustomProperty...

Margin

type: TPropertyCompon...

WidgetMaterialHandle

type: TComponentTypeI...


className: FOnWidgetAnimationPlaybackStatusChanged


code: struct FPreAnimatedWidgetMaterialParameterStorage : public [UE::MovieScene::TPreAnimatedStateStorage< TPreAnimatedMaterialParameterTraits< FWidgetMaterialAccessor, UObject *, FWidgetMaterialHandle > >](API\Runtime\MovieScene\Evaluation\PreAnimatedState\TPreAnimatedStateStorage)


code: struct FPreAnimatedWidgetMaterialSwitcherStorage : public [UE::MovieScene::TPreAnimatedStateStorage< TPreAnimatedMaterialTraits< FWidgetMaterialAccessor, UObject *, FWidgetMaterialHandle > >](API\Runtime\MovieScene\Evaluation\PreAnimatedState\TPreAnimatedStateStorage)


className: FSequenceTickManagerWidgetData

code: struct FSequenceTickManagerWidgetData

bActionsAndAnimationTicked

type: bool

description: The widget's animation was ticked this frame.

bIsTicking

description: The widget was ticked.


description:
Locates a runtime object to animate from the provided tree of widgets.
the runtime object to animate or null if not found

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * FindRuntimeObject ( const [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) & WidgetTree, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & UserWidget ) const


className: FWidgetAnimationBinding

description: A single object bound to a UMG sequence.

code: struct FWidgetAnimationBinding

AnimationGuid

type: FGuid

SlotWidgetName

type: FName


className: FWidgetAnimationDynamicEvent

code: class FWidgetAnimationDynamicEvent


className: FWidgetAnimationResult

code: class FWidgetAnimationResult


className: FWidgetAnimationDynamicEvents

code: class FWidgetAnimationDynamicEvents


code: [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * CreateDynamicMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


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


className: FWidgetMaterialAccessor::operator bool

code: operator bool() const


code: void SetMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: FWidgetMaterialAccessor ( const [FWidgetMaterialKey](API\Runtime\UMG\Animation\FWidgetMaterialKey) & InKey )


code: FWidgetMaterialAccessor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FWidgetMaterialHandle](API\Runtime\UMG\Animation\FWidgetMaterialHandle) InWidgetMaterialHandle )


className: FWidgetMaterialAccessor

code: struct FWidgetMaterialAccessor

Widget

type: UWidget*

WidgetMaterialHandle

type: FWidgetMaterial...


description: Gets the currently bound material


description: true if this handle points to valid data

code: bool IsValid() const


description: Sets the new bound material

code: void SetMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, [UWidget](API\Runtime\UMG\Components\UWidget) * OwnerWidget )


code: FWidgetMaterialHandle ( [FName](API\Runtime\Core\UObject\FName) InTypeName, void * InData )


className: FWidgetMaterialHandle

description: Handle to a widget material for easy getting and setting of the material. Not designed to be stored

code: class FWidgetMaterialHandle


className: FWidgetMaterialKey

code: struct FWidgetMaterialKey

Object

type: FObjectKey


code: FWidgetMaterialPath ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > Names )


className: FWidgetMaterialPath

code: struct FWidgetMaterialPath

Path

type: TArray<FName, ...


code: FWidgetMaterialPropertyPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & InPropertyPath, const [FString](API\Runtime\Core\Containers\FString) & InDisplayName )


className: FWidgetMaterialPropertyPath

code: struct FWidgetMaterialPropertyPath

DisplayName

type: FString

PropertyPath

type: TArray<FProper...


code: virtual void OnRun ( [FSystemTaskPrerequisites](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemTaskPrere-) & InPrerequisites, [FSystemSubsequentTasks](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystem\FSystemSubsequen-) & Subsequents )


code: class UMovieScene2DTransformPropertySystem : public [UMovieScenePropertySystem](API\Runtime\MovieSceneTracks\Systems\UMovieScenePropertySystem)


code: UMovieScene2DTransformPropertySystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


description: Cache this section's channel proxy


code: [FWidgetTransform](API\Runtime\UMG\Slate\FWidgetTransform) GetCurrentValue ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Access the mask that defines which channels this track should animate


description: Get the mask by name

code: [FMovieScene2DTransformMask](API\Runtime\UMG\Animation\FMovieScene2DTransformMask) GetMaskByName ( const [FName](API\Runtime\Core\UObject\FName) & InName ) const


code: virtual void ImportEntityImpl &40; UMovieSceneEntitySystemLinker &42; EntityLinker, const FEntityImportParams & Params, FImportedEntity &42; OutImportedEntity &41;


description: Set the mask that defines which channels this track should animate

code: void SetMask ( [FMovieScene2DTransformMask](API\Runtime\UMG\Animation\FMovieScene2DTransformMask) NewMask )


code: UMovieScene2DTransformSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: A transform section

code: class UMovieScene2DTransformSection : public [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection), public [IMovieSceneEntityProvider](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider)

Rotation

type: FMovieSceneFloa...

description: Rotation curve

Scale

description: Scale curves

Shear

description: Shear curve

Translation

description: Translation curves


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


code: UMovieScene2DTransformTrack ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Handles manipulation of 2D transforms in a movie scene

code: class UMovieScene2DTransformTrack : public [UMovieScenePropertyTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieScenePropertyTrack)


description: Optional user-implementation function for populating an evaluation entity field

code: virtual bool PopulateEvaluationFieldImpl &40; const TRange< FFrameNumber > & EffectiveRange, const FMovieSceneEvaluationFieldEntityMetaData & InMetaData, FMovieSceneEntityComponentFieldBuilder &42; OutFieldBuilder &41;


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


className: UMovieSceneMarginSection

description: A section in a Margin track

code: class UMovieSceneMarginSection : public [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection), public [IMovieSceneEntityProvider](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider)

BottomCurve

description: Alpha curve data

LeftCurve

description: Green curve data

RightCurve

description: Blue curve data

TopCurve

description: Red curve data


code: UMovieSceneMarginTrack ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UMovieSceneMarginTrack

description: Handles manipulation of FMargins in a movie scene

code: class UMovieSceneMarginTrack : public [UMovieScenePropertyTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieScenePropertyTrack)


code: virtual void OnRun &40; FSystemTaskPrerequisites & InPrerequisites, FSystemSubsequentTasks & Subsequents &41;


code: UMovieSceneWidgetMaterialSystem ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


code: virtual void ExtendEntityImpl ( [UMovieSceneParameterSection](API\Runtime\MovieSceneTracks\Sections\UMovieSceneParameterSection) * Section, [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * EntityLinker, const [UE::MovieScene::FEntityImportParams](API\Runtime\MovieScene\EntitySystem\FEntityImportParams) & Params, [UE::MovieScene::FImportedEntity](API\Runtime\MovieScene\EntitySystem\FImportedEntity) * OutImportedEntity )


description: Gets name of the brush property which has the material to animate.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetBrushPropertyNamePath() const


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


description: The name that makes this track unique from other track of the same class.

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


code: virtual void ImportEntityImpl ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * EntityLinker, const [FEntityImportParams](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FEntityImportParams) & Params, [FImportedEntity](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FImportedEntity) * OutImportedEntity )


code: virtual bool PopulateEvaluationFieldImpl ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & EffectiveRange, const [FMovieSceneEvaluationFieldEntityMetaData](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationFieldEntity-_2) & InMetaData, [FMovieSceneEntityComponentFieldBuilder](API\Runtime\MovieScene\Evaluation\FMovieSceneEntityComponentFieldB-) * OutFieldBuilder )


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


description: Sets the name of the brush property which has the material to animate.

code: void SetBrushPropertyNamePath ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > InBrushPropertyNamePath )


description: Cast this player instance as aUObjectif possible

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * AsUObject()


className: UMovieSceneWidgetMaterialTrack

description: A material track which is specialized for materials which are owned by widget brushes.


description: UObjectinterface

code: virtual void BeginDestroy()


description: Called to retrieve or construct an entity linker for the specified playback context


className: FOnSequenceFinishedPlaying

code: class FOnSequenceFinishedPlaying : public TBaseMulticastDelegate_OneParam< void, UUMGSequencePlayer & >


description: The current animation being played

code: const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * GetAnimation() const


description: IMovieScenePlayerinterface


description: Access the event contexts for this movie scene player

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetEventContexts() const


description: Access the playback context for this movie scene player

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


description: whether the player is currently playing, scrubbing, etc.

code: virtual [EMovieScenePlayerStatus::Type](API\Runtime\MovieScene\EMovieScenePlayerStatus__Type) GetPlaybackStatus() const


description: Get the current perspective viewport settings

code: virtual void GetViewportSettings ( [TMap](API\Runtime\Core\Containers\TMap)< [FViewportClient](API\Runtime\Engine\FViewportClient) *, [EMovieSceneViewportParams](API\Runtime\MovieScene\EMovieSceneViewportParams) > & ViewportParamsMap ) const


code: void InitSequencePlayer ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) & InAnimation, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & InUserWidget )


description: Gets the current time position in the player (in seconds).

code: bool IsPlayingForward() const


description: Check whether this player is currently being stopped

code: bool IsStopping() const


description: Pauses a running animation

code: void Pause()


description: Begins playing or restarts an animation

code: void Play ( float StartAtTime, int32 InNumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) InPlayMode, float InPlaybackSpeed, bool bRestoreState )


description: Begins playing or restarts an animation and plays to the specified end time

code: void PlayTo ( float StartAtTime, float EndAtTime, int32 InNumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) InPlayMode, float InPlaybackSpeed, bool bRestoreState )


description: Called to initialize the flag structure that denotes what functions need to be called on this updater

code: virtual void PopulateUpdateFlags ( [UE::MovieScene::ESequenceInstanceUpdateFlags](API\Runtime\MovieScene\EntitySystem\UE__MovieScene__ESequenceInstanc-) & OutFlags )


description: Disable this sequence player by removing any of its animation data from the entity manager

code: void RemoveEvaluationData()


description: Reverses a running animation

code: void Reverse()


description: Sets the number of loops to play

code: void SetNumLoopsToPlay ( int32 InNumLoopsToPlay )


description: Sets the animation playback rate

code: void SetPlaybackSpeed ( float PlaybackSpeed )


code: virtual void SetPlaybackStatus ( [EMovieScenePlayerStatus::Type](API\Runtime\MovieScene\EMovieScenePlayerStatus__Type) InPlaybackStatus )


code: void SetUserTag ( [FName](API\Runtime\Core\UObject\FName) InUserTag )


description: Set the perspective viewport settings

code: virtual void SetViewportSettings ( const [TMap](API\Runtime\Core\Containers\TMap)< [FViewportClient](API\Runtime\Engine\FViewportClient) *, [EMovieSceneViewportParams](API\Runtime\MovieScene\EMovieSceneViewportParams) > & ViewportParamsMap )


description: Stops a running animation and resets time

code: void Stop()


description: Updates the running movie

code: void Tick ( float DeltaTime )


description: Updates the perspective viewports with the actor to view through

code: virtual void UpdateCameraCut ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * CameraObject, const [EMovieSceneCameraCutParams](API\Runtime\MovieScene\EMovieSceneCameraCutParams) & CameraCutParams )


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


className: UUMGSequencePlayer

code: class UUMGSequencePlayer : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer)


code: void AddLatentAction ( FMovieSceneSequenceLatentActionDelegate Delegate )


code: void AddWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * InWidget )


code: void ClearLatentActions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: static [UUMGSequenceTickManager](API\Runtime\UMG\Animation\UUMGSequenceTickManager) * Get ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PlaybackContext )


code: void RemoveWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * InWidget )


code: UUMGSequenceTickManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UUMGSequenceTickManager

description: An automatically created global object that will manage all widget animations.

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


code: void BindToAnimationFinished ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )


description: UnbindPossessableObjects

code: virtual void BindPossessableObject ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description: These animation binding functions were added so that we could cleanly upgrade assets from before animation sharing, they don't actually modify the animation, they just pipe through to theUUserWidget. If we didn't put the functions here, it would be much more difficult to upgrade users who were taking advantage of the Many-To-1, blueprint having many animations binding to the same delegate.

code: void BindToAnimationStarted ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )


description:
Check whether the given object can be possessed by this animation.
true if the object can be possessed, false otherwise.

code: virtual bool CanPossessObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InPlaybackContext ) const


code: void OnWidgetTicked ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * InWidget )


description: Get Animation bindings of the animation

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FWidgetAnimationBinding](API\Runtime\UMG\Animation\FWidgetAnimationBinding) > & GetBindings() const


description: Called to retrieve or construct a director instance to be used for the specified player

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateDirectorInstance ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID )


description: The friendly name of the animation

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


description: Returns the DisplayLabel if set, otherwise the object name

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


description: GetStartTime

code: float GetEndTime() const


description: Whether to finish evaluation on stop

code: bool GetLegacyFinishOnStop() const


description:
The returned movie scene represents the root movie scene. It may contain additional child movie scenes.
The movie scene.

code: virtual [UMovieScene](API\Runtime\MovieScene\UMovieScene) * GetMovieScene() const


description:
Get a placeholder animation.
Placeholder animation.

code: static [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * GetNullAnimation()


description:
Get the logical parent object for the supplied object (not necessarily its outer).
The parent object, or nullptr if the object has no logical parent.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetParentObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: GetEndTime

code: float GetStartTime() const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Sequences can determine whether they support a particular track type

code: virtual ETrackSupport IsTrackSupported ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) > InTrackClass ) const


description: Locate all the objects that correspond to the specified object ID, using the specified context

code: virtual void LocateBoundObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


description: Called after this object has been deserialized

code: virtual void PostLoad()


description: Remove Animation Binding

code: void RemoveBinding ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject )


description: Remove Animation Binding

code: void RemoveBinding ( const [FWidgetAnimationBinding](API\Runtime\UMG\Animation\FWidgetAnimationBinding) & Binding )


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

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


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


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


code: void UnbindFromAnimationFinished ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )


code: void UnbindFromAnimationStarted ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate )


description: Unbinds specific objects from the provided GUID that do not resolve

code: virtual void UnbindInvalidObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description: BindPossessableObject

code: virtual void UnbindPossessableObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )


description: Unbinds specific objects from the provided GUID

code: virtual void UnbindObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


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


className: UWidgetAnimation

code: class UWidgetAnimation : public [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence)

AnimationBindings

type: TArray<FWidget...

MovieScene

type: TObjectPtr<UMo...

description: Pointer to the movie scene that controls this animation.


code: virtual void BindDynamicDelegates ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance ) const


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


className: UWidgetAnimationDelegateBinding

code: class UWidgetAnimationDelegateBinding : public [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding)

WidgetAnimationDelegateBindings

type: TArray<FBluepr...


code: static [UWidgetAnimationPlayCallbackProxy](API\Runtime\UMG\Animation\UWidgetAnimationPlayCallbackProx-) * CreatePlayAnimationProxyObject ( class [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) *& Result, class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, class [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float StartAtTime, int32 NumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) PlayMode, float PlaybackSpeed )


code: static [UWidgetAnimationPlayCallbackProxy](API\Runtime\UMG\Animation\UWidgetAnimationPlayCallbackProx-) * CreatePlayAnimationTimeRangeProxyObject ( class [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) *& Result, class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, class [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float StartAtTime, float EndAtTime, int32 NumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) PlayMode, float PlaybackSpeed )


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


className: UWidgetAnimationPlayCallbackProxy

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

Finished

type: FWidgetAnimatio...

description: Called when animation has been completed.


description: Gets the property paths on a widget which are slate brush properties, and who's slate brush has a valid material.

code: namespace WidgetMaterialTrackUtilities { void WidgetMaterialTrackUtilities::GetMaterialBrushPropertyPaths ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [TArray](API\Runtime\Core\Containers\TArray)< [FWidgetMaterialPropertyPath](API\Runtime\UMG\Animation\FWidgetMaterialPropertyPath) > & MaterialBrushPropertyPaths ) }


description: Converts a property name path into a single name which is appropriate for a track name.

code: namespace WidgetMaterialTrackUtilities { [FName](API\Runtime\Core\UObject\FName) WidgetMaterialTrackUtilities::GetTrackNameFromPropertyNamePath ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > PropertyNamePath ) }


description: Gets a material handle from a property on a widget by the propertiesFNamepath.

code: namespace WidgetMaterialTrackUtilities { [FWidgetMaterialHandle](API\Runtime\UMG\Animation\FWidgetMaterialHandle) WidgetMaterialTrackUtilities::GetMaterialHandle ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > BrushPropertyNamePath ) }


description: Get the value represented by this property path

code: template<typename T> bool GetValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContainer, T & OutValue ) const


description: Get the value and the leaf property represented by this property path

code: template<typename T> bool GetValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContainer, T & OutValue, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty ) const


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


code: FDynamicPropertyPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PropertyChain )


className: FDynamicPropertyPath

code: struct FDynamicPropertyPath : public [FCachedPropertyPath](API\Runtime\PropertyPath\FCachedPropertyPath)


description: Clear all existing values for given states & mark the states unused

code: void ClearEnumState ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & EnumStateBitfield )


description: Clear all existing values for given state & mark the state unused

code: void ClearEnumState ( uint8 EnumStateIndex )


description: Clear all existing values for given state & mark the state unused, slow version w/ map lookup

code: void ClearEnumState ( [FName](API\Runtime\Core\UObject\FName) EnumStateName )


description: True if all binary state flags are met

code: bool HasAllBinaryFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const


description: True if all enum state flags are met

code: bool HasAllEnumFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const


description: True if all state flags are met

code: bool HasAllFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const


description: True if any binary state flag is met

code: bool HasAnyBinaryFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const


description: True if any enum state flag is met

code: bool HasAnyEnumFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const


description: Note: No need for HasNoFlags. Simply call !HasAnyFlags.True if any state flag is met

code: bool HasAnyFlags ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield ) const


description: True if any binary state is set

code: bool HasBinaryStates() const


description: True if any enum used enum states are empty, usually indicating a failed '&' test

code: bool HasEmptyUsedEnumStates() const


description: True if any enum state is used, does not indicate if state is actually set. Use 'HasEmptyUsedEnumStates' for that.

code: bool HasEnumStates() const


description: Negate only binary states

code: void NegateBinaryStates()


description: Intersection of binary and enum states, with union on enum state usage so enum state mismatches can fail Intersections will remove not allowed enum states, allowing for failure on bool conversion due to empty used states. Approximation of bitwise '&'. Non-commutative, will use LHS enum state set if RHS does not use enum. Additionally, if the RHS has binary states & the LHS does not meet those, all enum states will be marked unused to ensure failure

code: [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) Intersect ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & Rhs ) const


description: Negate only enum states, does not change usage, but marks existing values as not allowed

code: void NegateEnumStates()


description: Negate both binary and enum states

code: void NegateStates()


className: FWidgetStateBitfield::operator bool

description: True if any binary or enum state is set, and no empty used enum states exist

code: operator bool() const


description: Negation of binary and enum states, maintains enum state usage, but marks states as not allowed.


description: Set binary state to given value

code: void SetBinaryState ( uint8 BinaryStateIndex, bool BinaryStateValue )


description: Set Binary state to given value, using a bitfield to indicate states that should be changed

code: void SetBinaryState ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & BinaryStateBitfield, bool BinaryStateValue )


description: Set Binary state to given value, slow version w/FNamemap lookup

code: void SetBinaryStateSlow ( [FName](API\Runtime\Core\UObject\FName) BinaryStateName, bool BinaryStateValue )


description: Set enum state to given value, clearing all existing values for states in use

code: void SetEnumState ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & EnumStateBitfield )


description: Set enum state to given value, clearing all existing values for that state

code: void SetEnumState ( uint8 EnumStateIndex, uint8 EnumStateValue )


description: Set enum state to given value, clearing all existing values for that state, slow version w/FNamemap lookup

code: void SetEnumStateSlow ( [FName](API\Runtime\Core\UObject\FName) EnumStateName, uint8 EnumStateValue )


description: Union of binary and enum states, allows for a single enum state to have multiple values in a bitfield. Unions will grow enum state set if allowance is same, otherwise the allowed set is maintained. Approximation of bitwise '|'. Commutative.

code: [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) Union ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & Rhs ) const


description: Set state to given value, just calls assignment operator for you

code: void SetState ( const [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) & InBitfield )


description: Default, will convert to false as a bool

code: FWidgetStateBitfield()


description: Interprets name as binary state on

code: FWidgetStateBitfield ( const [FName](API\Runtime\Core\UObject\FName) InStateName )


description: Interprets name value pair as enum state

code: FWidgetStateBitfield ( const [FName](API\Runtime\Core\UObject\FName) InStateName, const uint8 InValue )


className: FWidgetStateBitfield

description: All this does is cache the integer results of dynamicFNamestate lookup from an IWidgetStateNameMapper So it's prefertable to create these once and reuse. In particular, if broadcasting current state determine the correct bitfield to modify the existing state ahead of time. Save that bitfield and use it when performing state-modifications. Likewise when performing state tests, try to construct the relevant bitfield ahead of time & store that to later be compared against

code: struct FWidgetStateBitfield


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

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


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

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


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

code: virtual void InitializeStaticBitfields() const


className: UWidgetBinaryStateRegistration

description: Technically these can be created in BP, but for now we don't want to encourage that workflow as it involves requring overrides for the virtuals which is technical.

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

UWidgetStateSettings

type: friend


className: Bit

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


className: StateName

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


className: UWidgetDisabledStateRegistration

code: class UWidgetDisabledStateRegistration : public [UWidgetBinaryStateRegistration](API\Runtime\UMG\Binding\States\UWidgetBinaryStateRegistration)


description: Called on widget registration to determine if this widget uses the given state

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


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


code: virtual ~UWidgetEnumStateRegistration()


className: UWidgetEnumStateRegistration

description: Derive from to add a new Enum binary state

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


className: UWidgetHoveredStateRegistration

code: class UWidgetHoveredStateRegistration : public [UWidgetBinaryStateRegistration](API\Runtime\UMG\Binding\States\UWidgetBinaryStateRegistration)


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


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


className: UWidgetPressedStateRegistration

code: class UWidgetPressedStateRegistration : public [UWidgetBinaryStateRegistration](API\Runtime\UMG\Binding\States\UWidgetBinaryStateRegistration)


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


className: UWidgetSelectedStateRegistration

code: class UWidgetSelectedStateRegistration : public [UWidgetBinaryStateRegistration](API\Runtime\UMG\Binding\States\UWidgetBinaryStateRegistration)


code: static [UWidgetStateSettings](API\Runtime\UMG\Binding\States\UWidgetStateSettings) * Get()


description: Obtain a list of all known States.

code: void GetAllStateNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutStateNames ) const


description: GetIndexcorresponding to this binary state, which may dynamically change - but not within a game session.

code: uint8 GetBinaryStateIndex ( const [FName](API\Runtime\Core\UObject\FName) InBinaryStateName ) const


description: Get Name corresponding to this binary state index, which may dynamically change - but not within a game session.

code: [FName](API\Runtime\Core\UObject\FName) GetBinaryStateName ( const uint8 InBinaryStateIndex ) const


description: Obtain a list of all known Binary States.

code: void GetBinaryStateNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutBinaryStateNames ) const


description: GetIndexcorresponding to this enum state, which may dynamically change - but not within a game session.

code: uint8 GetEnumStateIndex ( const [FName](API\Runtime\Core\UObject\FName) InEnumStateName ) const


description: Obtain a list of all known Enum States.

code: void GetEnumStateNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutEnumStateNames ) const


description: Get Name corresponding to this enum state index, which may dynamically change - but not within a game session.

code: [FName](API\Runtime\Core\UObject\FName) GetEnumStateName ( const uint8 InEnumStateIndex ) const


description: Gets bitfield of widget based on current state and given on registration state initializers

code: [FWidgetStateBitfield](API\Runtime\UMG\Binding\States\FWidgetStateBitfield) GetInitialRegistrationBitfield ( const [UWidget](API\Runtime\UMG\Components\UWidget) * InWidget ) const


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

code: virtual void PostInitProperties()


className: UWidgetStateSettings

description: Note: Currently doesn't really have any meaningful settings, used more as global singleton. May change.

code: class UWidgetStateSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)


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


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


className: UBoolBinding

code: class UBoolBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


className: EConversion

code: enum EConversion { None, Texture, }


className: UBrushBinding

code: class UBrushBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


code: enum EConversion { None, Bool, }


className: UCheckedStateBinding

code: class UCheckedStateBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


code: virtual void Bind ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, FScriptDelegate * Delegate )


className: UColorBinding

code: class UColorBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


className: UFloatBinding

code: class UFloatBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


code: class UInt32Binding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


className: UMouseCursorBinding

code: class UMouseCursorBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


className: UPropertyBinding

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

DestinationProperty

description: Used to determine if a binding already exists on the object and if this binding can be safely removed.

SourceObject

type: TWeakObjectPtr<...

description: The source object to use as the initial container to resolve the Source Property Path on.

SourcePath

type: FDynamicPropert...

description: The property path to trace to resolve this binding on the Source Object


code: enum EConversion { None, String, Words, Integer, Float, }


className: UTextBinding

code: class UTextBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


className: UVisibilityBinding

code: class UVisibilityBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


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


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


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


className: UWidgetBinding

code: class UWidgetBinding : public [UPropertyBinding](API\Runtime\UMG\Binding\UPropertyBinding)


code: namespace CreateWidgetHelpers { bool CreateWidgetHelpers::ValidateUserWidgetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * UserWidgetClass ) }


description: Describes playback modes for UMG sequences.

code: namespace EUMGSequencePlayMode { enum Type { Forward, Reverse, PingPong, } }


className: FAnimationEventBinding

description: Used to manage different animation event bindings that users want callbacks on.

code: struct FAnimationEventBinding

Animation

type: TObjectPtr<UWi...

description: The animation to look for.

AnimationEvent

type: EWidgetAnimatio...

description: The type of animation event.

Delegate

description: The callback.

UserTag

description: A user tag used to only get callbacks for specific runs of the animation.


className: FDelegateRuntimeBinding

code: struct FDelegateRuntimeBinding

FunctionName

type: FName

description: The function or property we're binding to on the source object.

Kind

type: EBindingKind

description: The kind of binding we're performing, are we binding to a property or a function.

ObjectName

description: The widget that will be bound to the live data.

PropertyName

description: The property on the widget that will have a binding placed on it.


className: FCustomWidgetNavigationDelegate

code: class FCustomWidgetNavigationDelegate


className: FDownloadImageDelegate

code: class FDownloadImageDelegate


className: FGameViewportWidgetSlot

description: The default value fills the entire screen / player region.

code: struct FGameViewportWidgetSlot

Anchors

type: FAnchors

Offsets

type: FMargin

ZOrder

description: The higher the number, the more on top this widget will be.


className: FNamedSlotBinding

code: struct FNamedSlotBinding

Guid

type: FGuid

description: GUID of the NamedSlot is used as a secondary identifier to find a binding in case the name of NamedSlot has changed.


className: FOnDragDropMulticast

code: class FOnDragDropMulticast


className: FOnConstructEvent

code: class FOnConstructEvent


className: FOnVisibilityChangedEvent

code: class FOnVisibilityChangedEvent


description: We override the assignment operator to allow generated code to compile with the const ref member.

code: void operator= ( const [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Other )


description: Don't ever use this constructor. Needed for code generation.

code: FPaintContext()


code: FPaintContext ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InAllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InMyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InOutDrawElements, const int32 InLayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, const bool bInParentEnabled )


className: FPaintContext

description: The state passed into OnPaint that we can expose as a single painting structure to blueprints to allow script code to override OnPaint behavior.

code: struct FPaintContext

AllottedGeometry

type: constFGeometry...

bParentEnabled

type: bool

MyCullingRect

type: constFSlateRec...

OutDrawElements

type: FSlateWindowEle...

WidgetStyle

type: constFWidgetSt...


description: Report any references to UObjects to the reference collector (only necessary if this is not already a UPROPERTY)

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


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


description: Gets an instance of a widget of the given class. The underlying slate is stored automatically as well, so the returned widget is fully constructed and GetCachedWidget will return a validSWidget.

code: template<typename UserWidgetT> UserWidgetT * GetOrCreateInstance ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< UserWidgetT > WidgetClass )


description: Gets an instance of the widget this factory is for with a custom underlyingSObjectWidgettype

code: template<typename UserWidgetT> UserWidgetT * GetOrCreateInstance ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< UserWidgetT > WidgetClass, [WidgetConstructFunc](API\Runtime\UMG\Blueprint\FUserWidgetPool\WidgetConstructFunc) ConstructWidgetFunc )


description: Triggers RebuildWidget on all currently active UserWidget instances

code: void RebuildWidgets()


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

code: void Release ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, bool bReleaseSlate )


code: void Release ( [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > Widgets, bool bReleaseSlate )


description: Returns all active widget objects to the inactive pool and optionally destroys all cached underlying slate widgets.

code: void ReleaseAll ( bool bReleaseSlate )


description: Reset of all cached underlying Slate widgets, but not the activeUUserWidgetobjects

code: void ReleaseAllSlateResources()


description: Reset of all cached underlying Slate widgets, only for inactive widgets in the pool.

code: void ReleaseInactiveSlateResources()


description: Deprecated* Use ReleaseAllSlateResources instead.

code: void ReleaseSlateResources()


description: Full reset of all created widget objects (and any cached underlying slate)

code: void ResetPool()


description: In the case a pool has no owner widget, a default player controller can optionally be specified allowing greater control in split screen scenarios. The following priority rules are applied when determining the controller which should own created widgets: Controller of owning widget (if set) > Default player controller (if set) > First local player controller from world.

code: void SetDefaultPlayerController ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * InDefaultPlayerController )


description: In the case that you don't have an owner widget, you should set a world to your pool, or it won't be able to construct widgets.

code: void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OwningWorld )


className: WidgetConstructFunc

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


code: FUserWidgetPool ( [UWidget](API\Runtime\UMG\Components\UWidget) & InOwningWidget )


className: FUserWidgetPool

description: UDynamicEntryBox

code: struct FUserWidgetPool


className: FGetAssetTags

description: Delegate for generating widget asset registry tags.

code: typedef TMulticastDelegate_TwoParams< void, const [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) *, [TArray](API\Runtime\Core\Containers\TArray)< [UObject::FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & > FGetAssetTags


className: GetAssetTags

description: Called byUWidgetBlueprintGeneratedClass::GetAssetRegistryTags()


className: FWidgetBlueprintGeneratedClassDelegates


description: Resolves the Widget ptr using it's name.

code: [UWidget](API\Runtime\UMG\Components\UWidget) * Resolve ( const class [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * WidgetTree )


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


code: FWidgetChild ( const class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Outer, [FName](API\Runtime\Core\UObject\FName) InChildName )


className: FWidgetChild

description: Represent a Widget present in the Tree Widget of the UserWidget

code: struct FWidgetChild


code: void Resolve ( class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Outer, class [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * WidgetTree )


code: void TryToRenameBinding ( [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )


className: FWidgetNavigationData

code: struct FWidgetNavigationData

CustomDelegate

type: FCustomWidgetNa...

Rule

type: EUINavigationRu...

WidgetToFocus

description: This either the widget to focus, OR the name of the function to call.


description: Called when this entry is released from the owning table and no longer represents any list item

code: void BP_OnEntryReleased()


description: Called when the expansion state of the item represented by this entry changes. Tree view entries only.

code: void BP_OnItemExpansionChanged ( bool bIsExpanded )


description: Called when the selection state of the item represented by this entry changes.

code: void BP_OnItemSelectionChanged ( bool bIsSelected )


description: Returns the list view that contains this entry.

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


description: Returns true if the item represented by this entry is currently expanded and showing its children. Tree view entries only.

code: bool IsListItemExpanded() const


description: Advanced native-only option for specific rows to preclude themselves from any kind of selection. Intended primarily for category separators and the like. Note that this is only relevant when the row is in a list that allows selection in the first place.

code: virtual bool IsListItemSelectable() const


description: Returns true if the item represented by this entry is currently selected in the owning list view.

code: bool IsListItemSelected() const


code: virtual void NativeOnItemExpansionChanged ( bool bIsExpanded )


description: These follow the same pattern as the NativeOn[X] methods inUUserWidget- super calls are expected in order to route the event to BP. See the BP events below for descriptions.

code: virtual void NativeOnItemSelectionChanged ( bool bIsSelected )


description: Functionality largely for "internal" use/plumbing - seeSObjectTableRow's usage. You shouldn't have any cause to call these directly.

code: static void ReleaseEntry ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & ListEntryWidget )


code: static void UpdateItemSelection ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & ListEntryWidget, bool bIsSelected )


code: static void UpdateItemExpansion ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & ListEntryWidget, bool bIsExpanded )


className: IUserListEntry

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


description: Returns theUObjectitem in the owningUListViewthat this entry currently represents

code: template<typename ItemObjectT> ItemObjectT * GetListItem() const


description: Called when this entry is assigned a new item object to represent by the owning list view

code: void OnListItemObjectSet ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ListItemObject )


description: Follows the same pattern as the NativeOn[X] methods inUUserWidget- super calls are expected in order to route the event to BP.

code: virtual void NativeOnListItemObjectSet ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ListItemObject )


className: IUserObjectListEntry

code: class IUserObjectListEntry : public [IUserListEntry](API\Runtime\UMG\Blueprint\IUserListEntry)


code: static [UAsyncTaskDownloadImage](API\Runtime\UMG\Blueprint\UAsyncTaskDownloadImage) * DownloadImage ( [FString](API\Runtime\Core\Containers\FString) URL )


code: void Start ( [FString](API\Runtime\Core\Containers\FString) URL )


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


className: UAsyncTaskDownloadImage

code: class UAsyncTaskDownloadImage : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)

OnFail

type: FDownloadImageD...


code: void DragCancelled ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )


code: void Dragged ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )


code: void Drop ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )


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


className: UDragDropOperation

description: This class is the base drag drop operation for UMG, extend it to add additional data and add new functionality.

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

DefaultDragVisual

type: TObjectPtr< cla...

description: The Drag Visual is the widget to display when dragging the item.

Offset

description: A percentage offset (-1..+1) from the Pivot location, the percentage is of the desired size of the dragged visual.

OnDragCancelled

type: FOnDragDropMult...

Payload

type: TObjectPtr<UOb...

description: The payload of the drag operation.

Pivot

type: EDragPivot

description: Controls where the drag widget visual will appear when dragged relative to the pointer performing the drag operation.

Tag

type: FString

description: A simple string tag you can optionally use to provide extra metadata about the operation.


description: Adds the widget to the game's viewport in the section dedicated to the player. This is valuable in a split screen game where you need to only show a widget over a player's portion of the viewport.

code: bool AddWidgetForPlayer ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot )


className: FViewportWidgetList

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWidget](API\Runtime\UMG\Components\UWidget) >, FSlotInfo > FViewportWidgetList


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: FWidgetAddedEvent

code: class FWidgetAddedEvent : public TBaseMulticastDelegate_TwoParams< void, UWidget *, ULocalPlayer * >


className: FWidgetRemovedEvent

code: class FWidgetRemovedEvent : public TBaseMulticastDelegate_OneParam< void, UWidget * >


code: static [UGameViewportSubsystem](API\Runtime\UMG\Blueprint\UGameViewportSubsystem) * Get()


code: static [UGameViewportSubsystem](API\Runtime\UMG\Blueprint\UGameViewportSubsystem) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Adds it to the game's viewport.

code: bool AddWidget ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot )


description: true if the widget was added to the viewport using AddWidget or AddWidgetForPlayer.

code: bool IsWidgetAdded ( const [UWidget](API\Runtime\UMG\Components\UWidget) * Widget ) const


description: Implement this for initialization of instances of the system

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


description: The slot info from previously added widget or info that is store for later.

code: [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) GetWidgetSlot ( const [UWidget](API\Runtime\UMG\Components\UWidget) * Widget ) const


description: Removes the widget from the viewport.

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


description: Helper function to set the desired size in the viewport for the Slot.

code: static [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) SetWidgetSlotDesiredSize ( [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot, FVector2D Size )


description: Update the slot info of a previously added widget or Store the slot info for later use.

code: void SetWidgetSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot )