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

code: static [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) SetWidgetSlotPosition ( [FGameViewportWidgetSlot](API\Runtime\UMG\Blueprint\FGameViewportWidgetSlot) Slot, const [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, FVector2D Position, bool bRemoveDPIScale )


description:
Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in.
Transforms AbsoluteCoordinate into the local space of this Geometry.

module: UMG

code: static FVector2D AbsoluteToLocal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D AbsoluteCoordinate )


description: Translates absolute coordinate in desktop space of the geometry provided into local viewport coordinates.

code: static void AbsoluteToViewport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector2D AbsoluteDesktopCoordinate, FVector2D & PixelPosition, FVector2D & ViewportPosition )


description: Returns the size of the geometry in absolute space.

code: static FVector2D GetAbsoluteSize ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry )


description: Returns the size of the geometry in local space.

code: static FVector2D GetLocalSize ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry )


description: Returns whether brushes A and B are identical.

code: static bool EqualEqual_SlateBrush ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & A, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & B )


description: Returns the local top/left of the geometry in local space.

code: static FVector2D GetLocalTopLeft ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry )


className: UGameViewportSubsystem

code: class UGameViewportSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)

OnWidgetAdded

type: FWidgetAddedEve...

OnWidgetRemoved

type: FWidgetRemovedE...


description:
Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in.
true if the provided location in absolute coordinates is within the bounds of this geometry.

code: static bool IsUnderLocation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, const FVector2D & AbsoluteCoordinate )


description:
Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in.
Absolute coordinates

code: static FVector2D LocalToAbsolute ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D LocalCoordinate )


description: Translates local coordinate of the geometry provided into local viewport coordinates.

code: static void LocalToViewport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D LocalCoordinate, FVector2D & PixelPosition, FVector2D & ViewportPosition )


description: Translates a screen position in pixels into the local space of the viewport widget.

code: static void ScreenToViewport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector2D ScreenPosition, FVector2D & ViewportPosition )


description: Translates a screen position in pixels into absolute application coordinates. If bIncludeWindowPosition is true, then this method will also remove the game window's position (useful when in windowed mode).

code: static void ScreenToWidgetAbsolute ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector2D ScreenPosition, FVector2D & AbsoluteCoordinate, bool bIncludeWindowPosition )


description: Translates a screen position in pixels into the local space of a widget with the given geometry. If bIncludeWindowPosition is true, then this method will also remove the game window's position (useful when in windowed mode).

code: static void ScreenToWidgetLocal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D ScreenPosition, FVector2D & LocalCoordinate, bool bIncludeWindowPosition )


code: static float TransformScalarAbsoluteToLocal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, float AbsoluteScalar )


code: static float TransformScalarLocalToAbsolute ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, float LocalScalar )


code: static FVector2D TransformVectorAbsoluteToLocal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D AbsoluteVector )


code: static FVector2D TransformVectorLocalToAbsolute ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, FVector2D LocalVector )


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


className: USlateBlueprintLibrary

code: class USlateBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


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


className: UUserListEntry

description: ITypedUMGListView

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


description: Returns the list view that contains this entry.

code: static [UListViewBase](API\Runtime\UMG\Components\UListViewBase) * GetOwningListView ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUserListEntry](API\Runtime\UMG\Blueprint\IUserListEntry) > UserListEntry )


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

code: static bool IsListItemExpanded ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUserListEntry](API\Runtime\UMG\Blueprint\IUserListEntry) > UserListEntry )


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

code: static bool IsListItemSelected ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUserListEntry](API\Runtime\UMG\Blueprint\IUserListEntry) > UserListEntry )


className: UUserListEntryLibrary

description: Static library to supply "for free" functionality to widgets that implementIUserListEntry

code: class UUserListEntryLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


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


className: UUserObjectListEntry

description: Required interface for anyUUserWidgetclass to be usable as entry widget in a stock UMG list view - ListView, TileView, and TreeView Provides a change event and getter for the object item the entry is assigned to represent by the owning list view (in addition to functionality fromIUserListEntry)

code: class UUserObjectListEntry : public [UUserListEntry](API\Runtime\UMG\Blueprint\UUserListEntry)


description: Returns the item in the owning list view that this entry is currently assigned to represent.

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetListItemObject ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IUserObjectListEntry](API\Runtime\UMG\Blueprint\IUserObjectListEntry) > UserObjectListEntry )


className: UUserObjectListEntryLibrary

code: class UUserObjectListEntryLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Add the extension of the requested type.

code: template<typename ExtensionType> ExtensionType * AddExtension()


code: [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) * AddExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) > InExtensionType )


description: Adds the widget to the game's viewport in a 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 AddToPlayerScreen ( int32 ZOrder )


description: Adds it to the game's viewport and fills the entire screen, unless SetDesiredSizeInViewport is called to explicitly set the size.

code: void AddToViewport ( int32 ZOrder )


description: Add the GUID of each Namedslot widget to its corresponding binding, if any.

code: void AssignGUIDToBindings()


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: Allows binding to a specific animation's event.

code: void BindToAnimationEvent ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation, [FWidgetAnimationDynamicEvent](API\Runtime\UMG\Animation\FWidgetAnimationDynamicEvent) Delegate, EWidgetAnimationEvent AnimationEvent, [FName](API\Runtime\Core\UObject\FName) UserTag )


description: Bind an animation finished delegate.

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


description: Bind an animation started delegate.

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


className: bInitializingFromWidgetTree

code: static uint32 bInitializingFromWidgetTree = 0;


description: Broadcast any events based on a state transition for the sequence player, started, finished...etc.

code: void BroadcastAnimationStateChange ( const [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) & Player, EWidgetAnimationEvent AnimationEvent )


className: bTemplateInitializing

code: static bool bTemplateInitializing;


description: Cancels any pending Delays or timer callbacks for this widget.

code: void CancelLatentActions()


description: Called after the underlying slate widget is constructed. Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized.

code: void Construct()


code: static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [UWidget](API\Runtime\UMG\Components\UWidget) & OwningWidget, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )


code: static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) & OwningWidgetTree, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )


code: static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) & OwnerPC, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )


code: static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) & GameInstance, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )


code: static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CreateWidgetInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > UserWidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )


description: Called when a widget is no longer referenced causing the slate resource to destroyed. Just like Construct this event can be called multiple times.

code: void Destruct()


code: void DuplicateAndInitializeFromWidgetTree ( [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * InWidgetTree, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [UWidget](API\Runtime\UMG\Components\UWidget) * > & NamedSlotContentToMerge )


description: Flushes all animations on all widgets to guarantee that any queued updates are processed before this call returns

code: void FlushAnimations()


className: FNativeOnVisibilityChangedEvent

code: class FNativeOnVisibilityChangedEvent : public TBaseMulticastDelegate_OneParam< void, ESlateVisibility >


description: Gets the tint of the widget.

code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetColorAndOpacity() const


description:
Gets the current time of the animation in this widget
the current time of the animation.

code: float GetAnimationCurrentTime ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation ) const


description: Gets the widget for a given slot by name, will return nullptr if no widget is in the slot.

code: virtual [UWidget](API\Runtime\UMG\Components\UWidget) * GetContentForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName ) const


description: The Widget that should receive focus when this UserWidget gets focus.

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


description: The Name of the Widget that should receive focus when this UserWidget gets focus.


description: Find the first extension of the requested type.

code: template<typename ExtensionType> ExtensionType * GetExtension() const


code: [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) * GetExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) > ExtensionType ) const


description: Find the extensions of the requested type.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) * > GetExtensions ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) > ExtensionType ) const


description: Gets the foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit uses this color.

code: const [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) & GetForegroundColor() const


description: Deprecated* GetFullScreenOffset is deprecated. Use the GameViewportSubsystem.


description: Gets the priority of the input action.

code: int32 GetInputActionPriority() const


description: Deprecated* GetIsVisible is deprecated. Please use IsInViewport instead.

code: bool GetIsVisible() const


code: FVector2D GetMinimumDesiredSize() const


code: [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * GetOrAddSequencePlayer ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation )


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

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


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

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


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

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


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

code: template<class T> virtual T * GetOwningPlayer() const


description:
Gets the player camera manager associated with this UI.
Gets the owning player camera manager that's owned by the player controller assigned to this widget.

code: [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * GetOwningPlayerCameraManager() const


description:
Gets the player camera manager associated with this UI cast to the template type.
Gets the owning player camera manager that's owned by the player controller assigned to this widget. May be NULL if the cast fails.

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


description:
Gets the player pawn associated with this UI cast to the template type.
Gets the owning player pawn that's owned by the player controller assigned to this widget. May be NULL if the cast fails.

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


description:
Gets the player pawn associated with this UI.
Gets the owning player pawn that's owned by the player controller assigned to this widget.

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetOwningPlayerPawn() const


description:
Get the owning player's PlayerState.
const APlayerState*

code: template<class TPlayerState> TPlayerState * GetOwningPlayerState ( bool bChecked ) const


description: Gets the padding for the user widget.


description: Gets the palette category of the widget

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


description: Gets the player context associated with this UI.

code: const [FLocalPlayerContext](API\Runtime\Engine\Engine\FLocalPlayerContext) & GetPlayerContext() const


description: The rootUObjectwidget wrapper

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


code: [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * GetSequencePlayer ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation ) const


description: The slate widget corresponding to a given name

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetSlateWidgetFromName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


description: Gets the names for slots that we can store widgets into.

code: virtual void GetSlotNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SlotNames ) const


description: The uobject widget corresponding to a given name

code: [UWidget](API\Runtime\UMG\Components\UWidget) * GetWidgetFromName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


description: TheUObjectwrapper for a givenSWidget

code: [UWidget](API\Runtime\UMG\Components\UWidget) * GetWidgetHandle ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget )


description: Returns the BlueprintGeneratedClass that generated the WidgetTree. A child UserWidget that extends a parent UserWidget will not have a new WidgetTree. The child UserWidget will have the same WidgetTree as the parent UserWidget. This function returns the parent UserWidget's BlueprintClass.


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


code: virtual void InitializeInputComponent()


description: The function is implemented only in nativized widgets (automatically converted from BP to c++)


code: void Invalidate ( EInvalidateWidgetReason InvalidateReason )


description:
Gets whether an animation is currently playing on this widget.
True if the animation is currently playing

code: bool IsAnimationPlaying ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation ) const


description: Returns true if the animation is currently playing forward, false otherwise.

code: bool IsAnimationPlayingForward ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation )


description: True if any animation is currently playing

code: bool IsAnyAnimationPlaying() const


description: Returns true if this object is considered an asset.

code: virtual bool IsAsset() const


description: Is this widget an editor utility widget.

code: virtual bool IsEditorUtility() const


description: Sets whether this widget to accept focus when clicked, or when navigated to.

code: bool IsFocusable() const


description: Returns whether the input action is blocking.

code: bool IsInputActionBlocking() const


description: Gets a value indicating if the widget is interactive.

code: bool IsInteractable() const


description: Checks if the action has a registered callback with the input component.

code: bool IsListeningForInputAction ( [FName](API\Runtime\Core\UObject\FName) ActionName ) const


description: Are we currently playing any animations?

code: bool IsPlayingAnimation() const


description: Listens for a particular Player Input Action by name. This requires that those actions are being executed, and that we're not currently in UI-Only Input Mode.

code: void ListenForInputAction ( [FName](API\Runtime\Core\UObject\FName) ActionName, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EInputEvent > EventType, bool bConsume, [FOnInputAction](API\Runtime\UMG\Blueprint\FOnInputAction) Callback )


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


code: virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) NativeOnCursorQuery ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InCursorEvent )


code: virtual bool NativeIsInteractable() const


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnAnalogValueChanged ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogEvent )


code: virtual void NativeOnDragCancelled ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation )


code: virtual void NativeOnDragDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) *& OutOperation )


code: virtual void NativeOnDragEnter ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation )


code: virtual void NativeOnDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation )


code: virtual bool NativeOnDrop ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation )


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


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


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


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnKeyChar ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) & InCharEvent )


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


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


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) NativeOnMotionDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FMotionEvent](API\Runtime\SlateCore\Input\FMotionEvent) & InMotionEvent )


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


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


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


code: virtual void NativeOnMouseCaptureLost ( const [FCaptureLostEvent](API\Runtime\SlateCore\Input\FCaptureLostEvent) & CaptureLostEvent )


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


code: virtual bool NativeOnDragOver ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & InDragDropEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * InOperation )


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


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


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


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


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


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


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


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


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


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


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


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


description: Native implemented paint function for the Widget Returns the maximum LayerID painted on

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


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


code: virtual bool NativeSupportsCustomNavigation() const


code: virtual bool NativeSupportsKeyboardFocus() const


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


description: If focus is gained on on this widget or on a child widget and this widget is added to the focus path, and wasn't previously part of it, this event is called.

code: void OnAddedToFocusPath ( [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) InFocusEvent )


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

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnAnalogValueChanged ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) InAnalogInputEvent )


description: Called when an animation has either played all the way through or is stopped

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


description: Called when a sequence player is finished playing an animation

code: virtual void OnAnimationFinishedPlaying ( [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) & Player )


code: virtual void OnAnimationFinished_Implementation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation )


description: Called when an animation is started.

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


code: virtual void OnAnimationStartedPlaying ( [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) & Player )


code: virtual void OnAnimationStarted_Implementation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation )


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


description: Called when the user cancels the drag operation, typically when they simply release the mouse button after beginning a drag operation, but failing to complete the drag.

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


description: FCursorReplyOnCursorQuery(FGeometry MyGeometry, const FPointerEvent& CursorEvent) const; TODO virtual bool OnVisualizeTooltip(const TSharedPtr& TooltipContent); Called when Slate detects that a widget started to be dragged.

code: void OnDragDetected ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) *& Operation )


description: Called during drag and drop when the drag enters the widget.

code: void OnDragEnter ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation )


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

code: void OnDragLeave ( [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation )


description:
Called during drag and drop when the the mouse is being dragged over a widget.
'true' to indicate that you handled the drag over operation. Returning 'false' will cause the operation to continue to bubble up.

code: bool OnDragOver ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation )


description:
Called when the user is dropping something onto a widget. Ends the drag and drop operation, even if no widget handles this.
'true' to indicate you handled the drop operation.

code: bool OnDrop ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) PointerEvent, [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * Operation )


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

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


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

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnFocusReceived ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) InFocusEvent )


description: Called once only at game time on non-template instances. While Construct/Destruct pertain to the underlying Slate, this is called only once for theUUserWidget. If you have one-time things to establish up-front (like binding callbacks to events on BindWidget properties), do so here.

code: void OnInitialized()


code: void OnInputAction ( [FOnInputAction](API\Runtime\UMG\Blueprint\FOnInputAction) Callback )


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

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnKeyChar ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) InCharacterEvent )


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

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnKeyDown ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) InKeyEvent )


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

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnKeyUp ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) InKeyEvent )


description: Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller.

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMotionDetected ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FMotionEvent](API\Runtime\SlateCore\Input\FMotionEvent) InMotionEvent )


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

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


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

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


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

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


description: Called when mouse capture is lost if it was owned by this widget.

code: void OnMouseCaptureLost()


description: The system will use this event to notify a widget that the cursor has entered it. This event is NOT bubbled.

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


description: The system will use this event to notify a widget that the cursor has left it. This event is NOT bubbled.

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


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

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMouseMove ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
Called when the mouse wheel is spun. This event is bubbled.
Returns whether the event was handled, along with other possible actions

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnMouseWheel ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: void OnPaint ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context ) const


description:
This event is primarily to allow parent widgets to consume an event before a child widget processes it and it should be used only when there is no better design alternative.
Returns whether the event was handled, along with other possible actions

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnPreviewKeyDown ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) InKeyEvent )


description:
Use this event sparingly as preview events generally make UIs more difficult to reason about.
Whether the event was handled along with possible requests for the system to take action.

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnPreviewMouseButtonDown ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: If focus is lost on on this widget or on a child widget and this widget is no longer part of the focus path.

code: void OnRemovedFromFocusPath ( [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) InFocusEvent )


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

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


description: Called when a touchpad force has changed (user pressed down harder or let up)

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnTouchForceChanged ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description:
Called when the user performs a gesture on trackpad. This event is bubbled.
Returns whether the event was handled, along with other possible actions

code: [FEventReply](API\Runtime\UMG\Components\FEventReply) OnTouchGesture ( [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & GestureEvent )


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

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


description: Called when a touchpad touch is started (finger down)

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


description: Function called after the underlyingSWidgetis constructed.

code: virtual void OnWidgetRebuilt()


description:
Pauses an already running animation in this widget
the time point the animation was at when it was paused, relative to its start position. Use this as the StartAtTime when you trigger PlayAnimation.

code: float PauseAnimation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation )


description: Plays an animation in this widget a specified number of times

code: [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * PlayAnimation ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float StartAtTime, int32 NumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) PlayMode, float PlaybackSpeed, bool bRestoreState )


description: Plays an animation on this widget relative to it's current state forward. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction.

code: [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * PlayAnimationForward ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float PlaybackSpeed, bool bRestoreState )


description: Plays an animation on this widget relative to it's current state in reverse. You should use this version in situations where say a user can click a button and that causes a panel to slide out, and you want to reverse that same animation to begin sliding in the opposite direction.

code: [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * PlayAnimationReverse ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float PlaybackSpeed, bool bRestoreState )


description: Plays an animation in this widget a specified number of times stopping at a specified time

code: [UUMGSequencePlayer](API\Runtime\UMG\Animation\UUMGSequencePlayer) * PlayAnimationTimeRange ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float StartAtTime, float EndAtTime, int32 NumLoopsToPlay, [EUMGSequencePlayMode::Type](API\Runtime\UMG\Blueprint\EUMGSequencePlayMode__Type) PlayMode, float PlaybackSpeed, bool bRestoreState )


description: Plays a sound through the UI

code: void PlaySound ( class [USoundBase](API\Runtime\Engine\Sound\USoundBase) * SoundToPlay )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

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


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

code: virtual void PostLoad()


description: Ticks the active sequences and latent actions that have been scheduled for this Widget.

code: void PostTickActionsAndAnimation ( float InDeltaTime )


description: In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.

code: void PreConstruct ( bool IsDesignTime )


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

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


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

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


description: ListenForInputAction will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening.

code: void RegisterInputComponent()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


description: Remove the extension.

code: void RemoveExtension ( [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) * InExtension )


description: Remove all extensions of the requested type.

code: template<typename ExtensionType> void RemoveExtensions()


description: Removes the widget from the viewport.

code: void RemoveFromViewport()


code: void RemoveExtensions ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidgetExtension](API\Runtime\UMG\Extensions\UUserWidgetExtension) > InExtensionType )


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


description: If an animation is playing, this function will reverse the playback.

code: void ReverseAnimation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation )


code: void SetAlignmentInViewport ( FVector2D Alignment )


code: void SetAnchorsInViewport ( [FAnchors](API\Runtime\Slate\Widgets\Layout\FAnchors) Anchors )


description: Sets the current time of the animation in this widget. Does not change state.

code: void SetAnimationCurrentTime ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float InTime )


description: Sets the tint of the widget, this affects all child widgets.

code: void SetColorAndOpacity ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColorAndOpacity )


description: Sets the widget for a given slot by name.

code: virtual void SetContentForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName, [UWidget](API\Runtime\UMG\Components\UWidget) * Content )


description: Sets the designer flags on the widget.

code: virtual void SetDesignerFlags ( EWidgetDesignFlags NewFlags )


description:
Sets the child Widget that should receive focus when this UserWidget gets focus using it's name.
True if the Widget is set properly. Will return false if we can't find a child widget with the specified name.

code: bool SetDesiredFocusWidget ( [FName](API\Runtime\Core\UObject\FName) WidgetName )


description:
Sets the child Widget that should receive focus when this UserWidget gets focus.
True if the Widget is set properly. Will return false if it's not a child of this UserWidget.

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


code: void SetDesiredSizeInViewport ( FVector2D Size )


description: Sets the foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.

code: void SetForegroundColor ( [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InForegroundColor )


code: void SetInputActionBlocking ( bool bShouldBlock )


code: void SetInputActionPriority ( int32 NewPriority )


code: void SetIsFocusable ( bool InIsFocusable )


code: void SetMinimumDesiredSize ( FVector2D InMinimumDesiredSize )


description: Changes the number of loops to play given a playing animation

code: void SetNumLoopsToPlay ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, int32 NumLoopsToPlay )


description: Sets the player associated with this UI via LocalPlayer reference.

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


description: Sets the local player associated with this UI via PlayerController reference.

code: void SetOwningPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * LocalPlayerController )


description: Sets the padding for the user widget, putting a larger gap between the widget border and it's root widget.

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


description: Changes the playback rate of a playing animation

code: void SetPlaybackSpeed ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation, float PlaybackSpeed )


description: Sets the player context associated with this UI.

code: void SetPlayerContext ( const [FLocalPlayerContext](API\Runtime\Engine\Engine\FLocalPlayerContext) & InPlayerContext )


description: Sets the widgets position in the viewport.

code: void SetPositionInViewport ( FVector2D Position, bool bRemoveDPIScale )


description: Sets the visibility of the widget.

code: virtual void SetVisibility ( ESlateVisibility InVisibility )


description: Stop All actively running animations.

code: void StopAllAnimations()


description: Stops an already running animation in this widget

code: void StopAnimation ( const [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * InAnimation )


description: Cancels any pending Delays or timer callbacks for this widget, and stops all active animations on the widget.

code: void StopAnimationsAndLatentActions()


description: Stops listening to all input actions, and unregisters the input component with the player controller.

code: void StopListeningForAllInputActions()


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

code: virtual void SynchronizeProperties()


description: Removes the binding for a particular action's callback.

code: void StopListeningForInputAction ( [FName](API\Runtime\Core\UObject\FName) ActionName, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EInputEvent > EventType )


description: Ticks this widget. Override in derived classes, but always call the parent implementation.

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


description: Ticks the active sequences and latent actions that have been scheduled for this Widget.

code: void TickActionsAndAnimation ( float InDeltaTime )


code: void UnbindAllFromAnimationFinished ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation )


code: void UnbindAllFromAnimationStarted ( [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * Animation )


description: Unbind an animation finished delegate.

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


description: Unbind an animation started delegate.

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


description: StopListeningForAllInputActions will automatically Register an Input Component with the player input system. If you however, want to Pause and Resume, listening for a set of actions, the best way is to use UnregisterInputComponent to pause, and RegisterInputComponent to resume listening.

code: void UnregisterInputComponent()


description: Update the binding for this namedslot if the name is not found but GUID is matched.

code: void UpdateBindingForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName )


description: ValidateCompiledWidgetTree

code: void ValidateBlueprint ( const [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) & BlueprintWidgetTree, class [IWidgetCompilerLog](API\Runtime\UMG\Editor\IWidgetCompilerLog) & CompileLog ) const


description: Tip: If you need to validate properties of BindWidget members, you can search for them by property name within the widget tree.

code: virtual void ValidateCompiledWidgetTree ( const [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) & BlueprintWidgetTree, class [IWidgetCompilerLog](API\Runtime\UMG\Editor\IWidgetCompilerLog) & CompileLog ) const


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


className: UUserWidget

description: A widget that enables UI extensibility through WidgetBlueprint.

code: class UUserWidget : public [UWidget](API\Runtime\UMG\Components\UWidget), public [INamedSlotInterface](API\Runtime\UMG\Components\INamedSlotInterface)

ActiveSequencePlayers

type: TArray<TObject...

description: All the sequence players currently playing

AnimationCallbacks

type: TArray<FAnimat...

AnimationTickManager

type: TObjectPtr<UUM...

bHasScriptImplementedPaint

type: uint8:  1

description: If a widget has an implemented paint blueprint function

bHasScriptImplementedTick

description: If a widget has an implemented tick blueprint function

ColorAndOpacityDelegate

type: FGetLinearColor

DesignSizeMode

type: EDesignPreviewS...

DesignTimeSize

description: Stores the design time desired size of the user widget

ForegroundColorDelegate

type: FGetSlateColor

InputComponent

type: TObjectPtr< cla...

type: FLinearColor

type: FSlateColor

OnNativeVisibilityChanged

type: FNativeOnVisibi...

OnVisibilityChanged

type: FOnVisibilityCh...

description: Called when the visibility has changed

PaletteCategory

type: FText

description: The category this widget appears in the palette.

PreviewBackground

type: TObjectPtr<UTe...

description: A preview background that you can use when designing the UI to get a sense of scale on the screen.

StoppedSequencePlayers

description: List of sequence players to cache and clean up when safe

UUMGSequencePlayer

type: friend

description: The sequence player is a friend because we need to be alerted when animations start and finish without going through the normal event callbacks as people have a tendency to RemoveAll(this), which would permanently disable callbacks that are critical for UserWidget's base class - so rather we just directly report to the owning UserWidget of state transitions.

WidgetTree

type: TObjectPtr<UWi...

description: The widget tree contained inside this user widget initialized by the blueprint


description: Does the editor support widget from an editor package.

code: virtual bool AllowEditorWidget() const


className: UUserWidgetBlueprint

code: class UUserWidgetBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint)


description: Walks up the hierarchy looking for a valid widget tree.


code: template<typename Predicate> void ForEachExtension ( Predicate Pred, bool bIncludeSuper ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Find the first extension of the requested type.

code: template<typename ExtensionType> ExtensionType * GetExtension ( bool bIncludeSuper )


code: [UWidgetBlueprintGeneratedClassExtension](API\Runtime\UMG\Extensions\UWidgetBlueprintGeneratedClassEx-) * GetExtension ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetBlueprintGeneratedClassExtension](API\Runtime\UMG\Extensions\UWidgetBlueprintGeneratedClassEx-) > InExtensionType, bool bIncludeSuper )


description: Find the extensions of the requested type.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UWidgetBlueprintGeneratedClassExtension](API\Runtime\UMG\Extensions\UWidgetBlueprintGeneratedClassEx-) * > GetExtensions ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidgetBlueprintGeneratedClassExtension](API\Runtime\UMG\Extensions\UWidgetBlueprintGeneratedClassEx-) > InExtensionType, bool bIncludeSuper )


code: void GetExtensions &40; TArray< UWidgetBlueprintGeneratedClassExtension &42; > & OutExtensions, TSubclassOf< UWidgetBlueprintGeneratedClassExtension > InExtensionType, bool bIncludeSuper &41;


code: [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * GetWidgetTreeArchetype() const


code: void GetNamedSlotArchetypeContent ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FName](API\Runtime\Core\UObject\FName), [UWidget](API\Runtime\UMG\Components\UWidget) *)> Predicate ) const


description: This is the function that makes UMG work. Once a user widget is constructed, it will post load call into its generated class and ask to be initialized. The class will perform all the delegate binding and wiring necessary to have the user's widget perform as desired.

code: void InitializeWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget ) const


code: static void InitializeWidgetStatic ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * UserWidget, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * InWidgetTree, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InWidgetTreeWidgetClass, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UWidgetAnimation](API\Runtime\UMG\Animation\UWidgetAnimation) * > InAnimations, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FDelegateRuntimeBinding](API\Runtime\UMG\Blueprint\FDelegateRuntimeBinding) > InBindings )


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() const


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

code: virtual void PostLoad()


description:
Purges out the properties of this class in preparation for it to be regenerated
In editor, properties are not freed until DestroyPropertiesPendingDestruction is called.

code: virtual void PurgeClass ( bool bRecompilingOnLoad )


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

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


code: void SetClassRequiresNativeTick ( bool InClassRequiresNativeTick )


code: void SetWidgetTreeArchetype ( [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * InWidgetTree )


className: UWidgetBlueprintGeneratedClass

description: The widget blueprint generated class allows us to create blueprint-able widgets for UMG at runtime. All WBPGC's are ofUUserWidgetclasses, and they perform special post initialization using this class to give themselves many of the same capabilities asAActorblueprints, like dynamic delegate binding for widgets.

code: class UWidgetBlueprintGeneratedClass : public [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass)

AvailableNamedSlots

type: TArray<FName>

description: Available Named Slots for content in a subclass.

bCanCallPreConstruct

type: uint32:  1

Bindings

type: TArray<FDelega...

InstanceNamedSlots

description: These are the set of named slots that can be used on an instance of the widget.

NamedSlots

description: All named slots, even the ones that have content already filled into them by a parent class and are not available for extension.

NamedSlotsWithID

type: TMap<FName,FG...

description: All named slots mapped the assigned GUID of theirUNamedSlotwidget.


description: Cancels any current drag drop operation.

code: static void CancelDragDrop()


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) CaptureJoystick ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * CapturingWidget, bool bInAllJoysticks )


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) ClearUserFocus ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, bool bInAllUsers )


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) CaptureMouse ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * CapturingWidget )


description: Creates a widget

code: static [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Create ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > WidgetType, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPlayer )


description: Given the pointer event, emit the DetectDrag reply if the provided key was pressed. If the DragKey is a touch key, that will also automatically work.

code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) DetectDragIfPressed ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent, [UWidget](API\Runtime\UMG\Components\UWidget) * WidgetDetectingDrag, [FKey](API\Runtime\InputCore\FKey) DragKey )


description: Ask Slate to detect if a user starts dragging in this widget later. Slate internally tracks the movement and if it surpasses the drag threshold, Slate will send an OnDragDetected event to the widget.

code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) DetectDrag ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * WidgetDetectingDrag, [FKey](API\Runtime\InputCore\FKey) DragKey )


description: Draws a box

code: static void DrawBox ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, FVector2D Position, FVector2D Size, [USlateBrushAsset](API\Runtime\Engine\Slate\USlateBrushAsset) * Brush, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint )


description: Closes any popup menu

code: static void DismissAllMenus()


description: Draws a line.

code: static void DrawLine ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, FVector2D PositionA, FVector2D PositionB, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint, bool bAntiAlias, float Thickness )


description: Draws several line segments.

code: static void DrawLines ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & Points, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint, bool bAntiAlias, float Thickness )


description: Draws text.

code: static void DrawText ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, const [FString](API\Runtime\Core\Containers\FString) & InString, FVector2D Position, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint )


description: Draws text.

code: static void DrawTextFormatted ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, const [FText](API\Runtime\Core\Internationalization\FText) & Text, FVector2D Position, [UFont](API\Runtime\Engine\Engine\UFont) * Font, float FontSize, [FName](API\Runtime\Core\UObject\FName) FontTypeFace, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint )


description: Creates a new drag and drop operation that can be returned from a drag begin to inform the UI what i being dragged and dropped and what it looks like.

code: static [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * CreateDragDropOperation ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) > OperationClass )


className: FOnGameWindowCloseButtonClickedDelegate


description: Find all widgets of a certain class.

code: static void GetAllWidgetsOfClass ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > & FoundWidgets, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > WidgetClass, bool TopLevelOnly )


description: Find all widgets in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.

code: static void GetAllWidgetsWithInterface ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TArray](API\Runtime\Core\Containers\TArray)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * > & FoundWidgets, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > Interface, bool TopLevelOnly )


description: Gets the resource object on a brush. This could be aUTexture2Dor aUMaterialInterface.

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetBrushResource ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )


description: Draws a hermite spline.

code: static void DrawSpline ( [FPaintContext](API\Runtime\UMG\Blueprint\FPaintContext) & Context, FVector2D Start, FVector2D StartDir, FVector2D End, FVector2D EndDir, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Tint, float Thickness )


description: Gets the brush resource as a material.

code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetBrushResourceAsMaterial ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )


description: Gets the brush resource as a texture 2D.

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBrushResourceAsTexture2D ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )


description: Returns the drag and drop operation that is currently occurring if any, otherwise nothing.

code: static [UDragDropOperation](API\Runtime\UMG\Blueprint\UDragDropOperation) * GetDragDroppingContent()


description:
Gets the material that allows changes to parameters at runtime. The brush must already have a material assigned to it, if it does it will automatically be converted to a MID.
A material that supports dynamic input from the game.

code: static [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetDynamicMaterial ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )


code: static [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) GetInputEventFromNavigationEvent ( const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & Event )


code: static [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) GetInputEventFromCharacterEvent ( const [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) & Event )


description: An event should returnFReply::Handled().EndDragDrop()to request that the current drag/drop operation be terminated.

code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) EndDragDrop ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply )


code: static [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) GetInputEventFromKeyEvent ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & Event )


code: static [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) GetInputEventFromPointerEvent ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Event )


code: static [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) GetKeyEventFromAnalogInputEvent ( const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & Event )


description: Gets the amount of padding that needs to be added when accounting for the safe zone on TVs.

code: static void GetSafeZonePadding ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector4 & SafePadding, FVector2D & SafePaddingScale, FVector4 & SpillOverPadding )


description: The event reply to use when you choose to handle an event. This will prevent the event from continuing to bubble up / down the widget hierarchy.


description: Returns true if a drag/drop event is occurring that a widget can handle.

code: static bool IsDragDropping()


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) LockMouse ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * CapturingWidget )


description:
Creates a Slate Brush from a Material. Materials don't have an implicit size, so providing a widget and height is required to hint slate with how large the image wants to be by default.
A new slate brush using the material.

code: static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) MakeBrushFromMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, int32 Width, int32 Height )


description:
Creates a Slate Brush from a Texture2D
A new slate brush using the texture.

code: static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) MakeBrushFromTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, int32 Width, int32 Height )


description:
Creates a Slate Brush from a Slate Brush Asset
A new slate brush using the asset's brush.

code: static [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) MakeBrushFromAsset ( [USlateBrushAsset](API\Runtime\Engine\Slate\USlateBrushAsset) * BrushAsset )


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) ReleaseJoystickCapture ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, bool bInAllJoysticks )


description:
Creates a Slate Brush that wont draw anything, the "Null Brush".
A new slate brush that wont draw anything.


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) ReleaseMouseCapture ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply )


description: Sets the resource on a brush to be aUTexture2D.

code: static void SetBrushResourceToTexture ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )


description: Apply color deficiency correction settings to the game window

code: static void SetColorVisionDeficiencyType ( EColorVisionDeficiency Type, float Severity, bool CorrectDeficiency, bool ShowCorrectionWithDeficiency )


description: Sets the resource on a brush to be a Material.

code: static void SetBrushResourceToMaterial ( [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Loads or sets a hardware cursor from the content directory in the game.

code: static bool SetHardwareCursor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) CursorShape, [FName](API\Runtime\Core\UObject\FName) CursorName, FVector2D HotSpot )


description: Note: This means that any bound Input events in the widget will be called.

code: static void SetInputMode_GameAndUIEx ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [UWidget](API\Runtime\UMG\Components\UWidget) * InWidgetToFocus, EMouseLockMode InMouseLockMode, bool bHideCursorDuringCapture, const bool bFlushInput )


description: Note: Any bound Input Events in this widget will be called.

code: static void SetInputMode_GameOnly ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, const bool bFlushInput )


description: Note: This means that any bound Input Events in the widget will not be called!

code: static void SetInputMode_UIOnlyEx ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [UWidget](API\Runtime\UMG\Components\UWidget) * InWidgetToFocus, EMouseLockMode InMouseLockMode, const bool bFlushInput )


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) SetMousePosition ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, FVector2D NewMousePosition )


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) SetUserFocus ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply, [UWidget](API\Runtime\UMG\Components\UWidget) * FocusWidget, bool bInAllUsers )


code: static void SetWindowTitleBarOnCloseClickedDelegate ( [FOnGameWindowCloseButtonClickedDelegate](API\Runtime\UMG\Blueprint\UWidgetBlueprintLibrary\FOnGameWindowClo-) Delegate )


code: static void SetWindowTitleBarCloseButtonActive ( bool bActive )


code: static void SetWindowTitleBarState ( [UWidget](API\Runtime\UMG\Components\UWidget) * TitleBarContent, EWindowTitleBarMode Mode, bool bTitleBarDragEnabled, bool bWindowButtonsVisible, bool bTitleBarVisible )


description: The event reply to use when you choose not to handle an event.


code: static [FEventReply](API\Runtime\UMG\Components\FEventReply) UnlockMouse ( [FEventReply](API\Runtime\UMG\Components\FEventReply) & Reply )


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


className: UWidgetBlueprintLibrary

code: class UWidgetBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Gets the platform's mouse cursor position. This is the 'absolute' desktop location of the mouse.


description: Gets the platform's mouse cursor position in the local space of the viewport widget.

code: static FVector2D GetMousePositionOnViewport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: MousePositionScaledByDPI = MousePosition * (1 / ViewportScale).

code: static bool GetMousePositionScaledByDPI ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player, float & LocationX, float & LocationY )


code: static bool GetMousePositionScaledByDPI ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player, double & LocationX, double & LocationY )


description: Gets the geometry of the widget holding all widgets added to the "Player Screen". You can use this geometry to convert between absolute and local space of widgets held on this widget.

code: static [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) GetPlayerScreenWidgetGeometry ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


description: Gets the current DPI Scale being applied to the viewport and all the Widgets.

code: static float GetViewportScale ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Gets the size of the game viewport.

code: static FVector2D GetViewportSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Gets the geometry of the widget holding all widgets added to the "Viewport". You can use this geometry to convert between absolute and local space of widgets held on this widget.

code: static [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) GetViewportWidgetGeometry ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description:
Gets the projected world to screen position for a player, then converts it into a widget position, which takes into account any quality scaling.
true if the position projects onto the screen.

code: static bool ProjectWorldLocationToWidgetPosition ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, FVector WorldLocation, FVector2D & ScreenPosition, bool bPlayerViewportRelative )


description: Removes all widgets from the viewport.

code: static void RemoveAllWidgets ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Gets the slot object on the child widget as a Border Slot, allowing you to manipulate layout information.

code: static [UBorderSlot](API\Runtime\UMG\Components\UBorderSlot) * SlotAsBorderSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Grid Slot, allowing you to manipulate layout information.

code: static [UGridSlot](API\Runtime\UMG\Components\UGridSlot) * SlotAsGridSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Canvas Slot, allowing you to manipulate layout information.

code: static [UCanvasPanelSlot](API\Runtime\UMG\Components\UCanvasPanelSlot) * SlotAsCanvasSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Horizontal Box Slot, allowing you to manipulate its information.

code: static [UHorizontalBoxSlot](API\Runtime\UMG\Components\UHorizontalBoxSlot) * SlotAsHorizontalBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


code: static float GetViewportScale ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * ViewportClient )


description:
Convert a World Space 3D position into a 2D Widget Screen Space position, with distance from the camera the Z component. This takes into account any quality scaling as well.
true if the world coordinate was successfully projected to the screen.

code: static bool ProjectWorldLocationToWidgetPositionWithDistance ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, FVector WorldLocation, FVector & ScreenPosition, bool bPlayerViewportRelative )


description: Gets the slot object on the child widget as a Overlay Slot, allowing you to manipulate layout information.

code: static [UOverlaySlot](API\Runtime\UMG\Components\UOverlaySlot) * SlotAsOverlaySlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Safe Box Slot, allowing you to manipulate its information.

code: static [USafeZoneSlot](API\Runtime\UMG\Components\USafeZoneSlot) * SlotAsSafeBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Scale Box Slot, allowing you to manipulate its information.

code: static [UScaleBoxSlot](API\Runtime\UMG\Components\UScaleBoxSlot) * SlotAsScaleBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Scroll Box Slot, allowing you to manipulate its information.

code: static [UScrollBoxSlot](API\Runtime\UMG\Components\UScrollBoxSlot) * SlotAsScrollBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Uniform Grid Slot, allowing you to manipulate layout information.

code: static [UUniformGridSlot](API\Runtime\UMG\Components\UUniformGridSlot) * SlotAsUniformGridSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Vertical Box Slot, allowing you to manipulate its information.

code: static [UVerticalBoxSlot](API\Runtime\UMG\Components\UVerticalBoxSlot) * SlotAsVerticalBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Widget Switcher Slot, allowing you to manipulate its information.

code: static [UWidgetSwitcherSlot](API\Runtime\UMG\Components\UWidgetSwitcherSlot) * SlotAsWidgetSwitcherSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: Gets the slot object on the child widget as a Wrap Box Slot, allowing you to manipulate its information.

code: static [UWrapBoxSlot](API\Runtime\UMG\Components\UWrapBoxSlot) * SlotAsWrapBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


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


className: UWidgetLayoutLibrary

code: class UWidgetLayoutLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: [FWidgetNavigationData](API\Runtime\UMG\Blueprint\FWidgetNavigationData) & GetNavigationData ( EUINavigation Nav )


code: EUINavigationRule GetNavigationRule ( EUINavigation Nav )


description: Gets the slot object on the child widget as a Size Box Slot, allowing you to manipulate its information.

code: static [USizeBoxSlot](API\Runtime\UMG\Components\USizeBoxSlot) * SlotAsSizeBoxSlot ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget )


description: true if the configured navigation object is the same as an un-customized navigation rule set.

code: bool IsDefaultNavigation() const


description: Updates a slate metadata object to match this configured navigation ruleset.

code: void UpdateMetaData ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FNavigationMetaData](API\Runtime\SlateCore\Types\FNavigationMetaData) > MetaData )


description: Resolve widget names. This method can be overridden to customize resolving rules.

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


description: Try to rename any explicit or custom bindings from an old to a new name. This method can be overridden to customize resolving rules.

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


className: UWidgetNavigation

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

Down

type: FWidgetNavigati...

description: Happens when the user presses down arrow, joystick, d-pad.

Left

description: Happens when the user presses left arrow, joystick, d-pad.

Next

description: Happens when the user presses Tab.

Previous

description: Happens when the user presses Shift+Tab.

Right

description: Happens when the user presses right arrow, joystick, d-pad.

Up

description: Happens when the user presses up arrow, joystick, d-pad.


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


description: Constructs the widget, and adds it to the tree.

code: template<typename WidgetT> WidgetT * ConstructWidget ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWidget](API\Runtime\UMG\Components\UWidget) > WidgetClass, [FName](API\Runtime\Core\UObject\FName) WidgetName )


description:
Determines the child index of the given ParentWidget that the given ChildWidget ultimately occupies, accounting for nesting
The child slot index within ParentWidget that ChildWidget ultimately occupies (INDEX_NONE if ChildWidget is not within ParentWidget at any level)

code: static int32 FindChildIndex ( const [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget) * ParentWidget, const [UWidget](API\Runtime\UMG\Components\UWidget) * ChildWidget )


description: Finds the widget in the tree by name.

code: [UWidget](API\Runtime\UMG\Components\UWidget) * FindWidget ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


description: Finds a widget in the tree using the native widget as the key.

code: [UWidget](API\Runtime\UMG\Components\UWidget) * FindWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidget ) const


description: Finds the widget in the tree by name and casts the return to the desired type.

code: template<typename WidgetT> WidgetT * FindWidget ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


description: Gets the parent widget of a given widget, and potentially the child index.

code: static [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget) * FindWidgetParent ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, int32 & OutChildIndex )


description: Searches recursively through the children of the given ParentWidget to find a child widget of the given name. If successful, also gets the index the child ultimately occupies within the starting ParentWidget (INDEX_NONE otherwise)

code: static [UWidget](API\Runtime\UMG\Components\UWidget) * FindWidgetChild ( [UPanelWidget](API\Runtime\UMG\Components\UPanelWidget) * ParentWidget, [FName](API\Runtime\Core\UObject\FName) ChildWidgetName, int32 & OutChildIndex )


description: Iterates through all widgets including widgets contained in named slots, other than investigating named slots, this code does not dive into foreign WidgetTrees, as would exist inside another user widget.

code: void ForEachWidget ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UWidget](API\Runtime\UMG\Components\UWidget) *)> Predicate ) const


description: Iterates through all widgets including widgets contained in named slots, other than investigating named slots. This includes foreign widget trees inside of other UserWidgets.

code: void ForEachWidgetAndDescendants ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UWidget](API\Runtime\UMG\Components\UWidget) *)> Predicate ) const


description: Iterates through all child widgets including widgets contained in named slots, other than investigating named slots, this code does not dive into foreign WidgetTrees, as would exist inside another user widget.

code: static void ForWidgetAndChildren ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UWidget](API\Runtime\UMG\Components\UWidget) *)> Predicate )


description: Gathers all the widgets in the tree recursively

code: void GetAllWidgets ( [TArray](API\Runtime\Core\Containers\TArray)< [UWidget](API\Runtime\UMG\Components\UWidget) * > & Widgets ) const


description: Gathers descendant child widgets of a parent widget.

code: static void GetChildWidgets ( [UWidget](API\Runtime\UMG\Components\UWidget) * Parent, [TArray](API\Runtime\Core\Containers\TArray)< [UWidget](API\Runtime\UMG\Components\UWidget) * > & Widgets )


description: BeginUObject.

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


description: Gets the names for slots that we can store widgets into.

code: virtual void GetSlotNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SlotNames ) const


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

code: virtual void PostLoad()


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

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


description: Removes the widget from the hierarchy and all sub widgets.

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


description: Sets the widget for a given slot by name.

code: virtual void SetContentForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName, [UWidget](API\Runtime\UMG\Components\UWidget) * Content )


description: Gets the widget for a given slot by name, will return nullptr if no widget is in the slot.

code: virtual [UWidget](API\Runtime\UMG\Components\UWidget) * GetContentForSlot ( [FName](API\Runtime\Core\UObject\FName) SlotName ) const


description: Attempts to move a constructed Widget to another tree. Returns true on a successful move.

code: static bool TryMoveWidgetToNewTree ( [UWidget](API\Runtime\UMG\Components\UWidget) * Widget, [UWidgetTree](API\Runtime\UMG\Blueprint\UWidgetTree) * DestinationTree )


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


className: UWidgetTree

description: The widget tree manages the collection of widgets in a blueprint widget.

code: class UWidgetTree : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [INamedSlotInterface](API\Runtime\UMG\Components\INamedSlotInterface)

AllWidgets

type: TArray<TObject...

NamedSlotBindings

type: TMap<FName,TO...

description: Stores the widgets being assigned to named slots, these widgets will be slotted into the named slots of the user widget that owns this widget tree after the user widget is constructed.

RootWidget

description: The root widget of the tree


code: namespace EVirtualKeyboardType { static EKeyboardType EVirtualKeyboardType::AsKeyboardType ( [Type](API\Runtime\UMG\Components\EVirtualKeyboardType__Type) InType ) }


description: The sizing options of UWidgets

code: namespace ESlateSizeRule { enum Type { Automatic, Fill, } }


description:
Compares this set ofFAnchorDatawith another for equality.
true if the twoFAnchorsare equal, false otherwise.

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


code: namespace EVirtualKeyboardType { enum Type { Default, Number, Web, Email, Password, AlphaNumeric, } }


className: FAnchorData

code: struct FAnchorData

Alignment

description: Alignment is the pivot point of the widget.

Anchors

type: FAnchors

description: Anchors.

Offsets

type: FMargin

description: Offset.


className: FDesignerChangedEventArgs

description: Event args that are sent whenever the designer is changed in some big way, allows for more accurate previews for widgets that need to anticipate things about the size of the screen, or other similar device factors.

code: struct FDesignerChangedEventArgs

bScreenPreview

type: bool

DpiScale

type: float


description:
Compares this set ofFAnchorDatawith another for inequality.
true if the twoFAnchorsare not equal, false otherwise.

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


className: FEventReply

description: Allows users to handle events and return information to the underlying UI layer.

code: struct FEventReply

NativeReply

type: FReply


className: FOnButtonClickedEvent

code: class FOnButtonClickedEvent


className: FOnButtonHoverEvent

code: class FOnButtonHoverEvent


className: FOnButtonPressedEvent

code: class FOnButtonPressedEvent


className: FOnButtonReleasedEvent

code: class FOnButtonReleasedEvent


className: FOnFloatValueChangedEvent

code: class FOnFloatValueChangedEvent


className: FOnControllerCaptureBeginEvent

code: class FOnControllerCaptureBeginEvent


className: FOnControllerCaptureEndEvent

code: class FOnControllerCaptureEndEvent


className: FOnExpandableAreaExpansionChanged

code: class FOnExpandableAreaExpansionChanged


className: FOnGetItemChildrenDynamic

code: class FOnGetItemChildrenDynamic


className: FOnHoveredWidgetChanged

description: TODO CenterScreen needs to be able to work with multiple player controllers, perhaps finding the PC via the outer/owner chain? Maybe you need to set the PC that owns this? Maybe we should key off the Virtual UserIndex?

code: class FOnHoveredWidgetChanged


className: FOnItemExpansionChangedDynamic

code: class FOnItemExpansionChangedDynamic


className: FOnListEntryGeneratedDynamic

code: class FOnListEntryGeneratedDynamic


className: FOnListEntryInitializedDynamic

code: class FOnListEntryInitializedDynamic


className: FOnListEntryReleasedDynamic

code: class FOnListEntryReleasedDynamic


className: FOnListViewScrolledDynamic

code: class FOnListViewScrolledDynamic


className: FOnCheckBoxComponentStateChanged

code: class FOnCheckBoxComponentStateChanged


className: FOnItemIsHoveredChangedDynamic

code: class FOnItemIsHoveredChangedDynamic


className: FOnMenuOpenChangedEvent

code: class FOnMenuOpenChangedEvent


className: FOnMouseCaptureBeginEvent

code: class FOnMouseCaptureBeginEvent


className: FOnMouseCaptureEndEvent

code: class FOnMouseCaptureEndEvent


className: FOnUserScrolledEvent

code: class FOnUserScrolledEvent


className: FRadialBoxSettings

code: struct FRadialBoxSettings

AngleBetweenItems

description: Amount of Euler degrees that separate each item. Only used when bDistributeItemsEvenly is false

bDistributeItemsEvenly

description: Distribute Items evenly in the whole circle. Checking this option ignores AngleBetweenItems

SectorCentralAngle

description: If we need a section of a radial (for example half-a-radial) we can define a central angle < 360 (180 in case of half-a-radial).

StartingAngle

description: At what angle will we place the first element of the wheel?


className: FRichImageRow

description: Simple struct for rich text styles

code: struct FRichImageRow : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

Brush

type: FSlateBrush


description: Override this function if you want to dynamically generate text, optionally changing the style. InOutString will start as the content between tags

code: virtual void CreateDecoratorText ( const [FTextRunInfo](API\Runtime\Slate\Framework\Text\FTextRunInfo) & RunInfo, [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & InOutTextStyle, [FString](API\Runtime\Core\Containers\FString) & InOutString ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISlateRun](API\Runtime\Slate\Framework\Text\ISlateRun) > Create ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTextLayout](API\Runtime\Slate\Framework\Text\FTextLayout) > & TextLayout, const [FTextRunParseResults](API\Runtime\Slate\Framework\Text\FTextRunParseResults) & RunParseResult, const [FString](API\Runtime\Core\Containers\FString) & OriginalText, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FString](API\Runtime\Core\Containers\FString) > & InOutModelText, const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) * Style )


description: Override this function if you want to create a unique widget like an image

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateDecoratorWidget ( const [FTextRunInfo](API\Runtime\Slate\Framework\Text\FTextRunInfo) & RunInfo, const [FTextBlockStyle](API\Runtime\SlateCore\Styling\FTextBlockStyle) & DefaultTextStyle ) const


description: Override this function to specify which types of tags are handled by this decorator

code: virtual bool Supports ( const [FTextRunParseResults](API\Runtime\Slate\Framework\Text\FTextRunParseResults) & RunParseResult, const [FString](API\Runtime\Core\Containers\FString) & Text ) const


code: FRichTextDecorator ( [URichTextBlock](API\Runtime\UMG\Components\URichTextBlock) * InOwner )


className: FRichTextDecorator

code: class FRichTextDecorator : public [ITextDecorator](API\Runtime\Slate\Framework\Text\ITextDecorator)

Owner

type: URichTextBlock...


className: FRichTextStyleRow

description: Simple struct for rich text styles

code: struct FRichTextStyleRow : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)

TextStyle

type: FTextBlockStyle


description: Synchronize the properties with the given widget. A template as the Slate widgets conform to the same API, but don't derive from a common base.

code: template<typename TWidgetType> void SynchronizeShapedTextProperties ( TWidgetType & InWidget )


className: FShapedTextOptions

description: Common data for all widgets that use shaped text. Contains the common options that should be exposed for the underlying Slate widget.

code: struct FShapedTextOptions

type: uint8:  1

TextFlowDirection

type: ETextFlowDirect...

description: Which text flow direction should the text within this widget use? (unset to use the default returned by GetDefaultTextFlowDirection)

TextShapingMethod

type: ETextShapingMet...

description: Which text shaping method should the text within this widget use? (unset to use the default returned by GetDefaultTextShapingMethod)


className: FSimpleListItemEventDynamic

code: class FSimpleListItemEventDynamic


code: FSlateChildSize ( [ESlateSizeRule::Type](API\Runtime\UMG\Components\ESlateSizeRule__Type) InSizeRule )


className: FSlateChildSize

description: A struct exposing size param related properties to UMG.

code: struct FSlateChildSize

SizeRule

type: TEnumAsByte<ES...

description: The sizing rule of the content.

Value

description: The parameter of the size rule.


description: The transform's location

code: const FVector & GetLocation() const


description: The look at point for orbiting

code: const FVector & GetLookAt() const


description: Computes a matrix to use for viewport location and rotation when orbiting

code: FMatrix ComputeOrbitMatrix() const


description: The ortho zoom amount

code: float GetOrthoZoom() const


description: The transform's rotation

code: const FRotator & GetRotation() const


description: Sets the transform's location

code: void SetLocation ( const FVector & Position )