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Class HUD

Base class of the heads-up display.

Inheritance
System.Object
UObject
Actor
HUD
DebugCameraHUD
Inherited Members
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class HUD : Actor
Remarks

This has a canvas and a debug canvas on which primitives can be drawn. It also contains a list of simple hit boxes that can be used for simple item click detection. A method of rendering debug text is also included. Provides some simple methods for rendering text, textures, rectangles and materials which can also be accessed from blueprints. @see UCanvas @see FHUDHitBox @see FDebugTextInfo

Properties

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bEnableDebugTextShadow

Declaration
public bool bEnableDebugTextShadow { get; set; }
Property Value
Type Description
System.Boolean
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bLostFocusPaused

Declaration
public bool bLostFocusPaused { get; }
Property Value
Type Description
System.Boolean
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bShowDebugInfo

Declaration
public bool bShowDebugInfo { get; set; }
Property Value
Type Description
System.Boolean
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bShowHitBoxDebugInfo

Declaration
public bool bShowHitBoxDebugInfo { get; set; }
Property Value
Type Description
System.Boolean
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bShowHUD

Declaration
public bool bShowHUD { get; set; }
Property Value
Type Description
System.Boolean
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bShowOverlays

Declaration
public bool bShowOverlays { get; set; }
Property Value
Type Description
System.Boolean
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Canvas

Canvas to Draw HUD on. Only valid during PostRender() event.

Declaration
public Canvas Canvas { get; set; }
Property Value
Type Description
Canvas
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CurrentTargetIndex

Current target in our considered Targets list for 'showdebug'

Declaration
public int CurrentTargetIndex { get; set; }
Property Value
Type Description
System.Int32
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DebugCanvas

'Foreground' debug canvas, will draw in front of Slate UI.

Declaration
public Canvas DebugCanvas { get; set; }
Property Value
Type Description
Canvas
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static HUD DefaultObject { get; }
Property Value
Type Description
HUD
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PlayerOwner

PlayerController which owns this HUD.

Declaration
public PlayerController PlayerOwner { get; }
Property Value
Type Description
PlayerController
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PostRenderedActors

Holds a list of Actors that need PostRender() calls.

Declaration
public ObjectArrayField<Actor> PostRenderedActors { get; }
Property Value
Type Description
ObjectArrayField<Actor>
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ShowDebugTargetActor

Show Debug Actor used if 'bShowDebugForReticleTarget' is true, only updated if trace from reticle hit a new Actor of class 'ShowDebugTargetDesiredClass'

Declaration
public Actor ShowDebugTargetActor { get; set; }
Property Value
Type Description
Actor
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ShowDebugTargetDesiredClass

Class filter for selecting 'ShowDebugTargetActor' when 'bShowDebugForReticleTarget' is true.

Declaration
public SubclassOf<Actor> ShowDebugTargetDesiredClass { get; set; }
Property Value
Type Description
SubclassOf<Actor>
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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AddHitBox(Vector2D, Vector2D, Name, Boolean, Int32)

Add a hitbox to the hud @

Declaration
public void AddHitBox(Vector2D Position, Vector2D Size, Name InName, bool bConsumesInput, int Priority)
Parameters
Type Name Description
Vector2D Position
Vector2D Size
Name InName
System.Boolean bConsumesInput
System.Int32 Priority
Remarks

param Position Coordinates of the top left of the hit box. @param Size Size of the hit box. @param Name Name of the hit box. @param bConsumesInput Whether click processing should continue if this hit box is clicked. @param Priority The priority of the box used for layering. Larger values are considered first. Equal values are considered in the order they were added.

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Deproject(Single, Single)

Transforms a 2D screen location into a 3D location and direction

Declaration
public (Vector, Vector) Deproject(float ScreenX, float ScreenY)
Parameters
Type Name Description
System.Single ScreenX
System.Single ScreenY
Returns
Type Description
System.ValueTuple<Vector, Vector>
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DrawLine(Single, Single, Single, Single, LinearColor, Single)

Draws a 2D line on the HUD.

Declaration
public void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, LinearColor LineColor, float LineThickness)
Parameters
Type Name Description
System.Single StartScreenX
System.Single StartScreenY
System.Single EndScreenX
System.Single EndScreenY
LinearColor LineColor
System.Single LineThickness
Remarks

@param StartScreenX Screen-space X coordinate of start of the line. @param StartScreenY Screen-space Y coordinate of start of the line. @param EndScreenX Screen-space X coordinate of end of the line. @param EndScreenY Screen-space Y coordinate of end of the line. @param LineColor Color to draw line @param LineThickness Thickness of the line to draw

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DrawMaterial(MaterialInterface, Single, Single, Single, Single, Single, Single, Single, Single, Single, Boolean, Single, Vector2D)

Draws a material-textured quad on the HUD.

Declaration
public void DrawMaterial(MaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale, bool bScalePosition, float Rotation, Vector2D RotPivot)
Parameters
Type Name Description
MaterialInterface Material
System.Single ScreenX
System.Single ScreenY
System.Single ScreenW
System.Single ScreenH
System.Single MaterialU
System.Single MaterialV
System.Single MaterialUWidth
System.Single MaterialVHeight
System.Single Scale
System.Boolean bScalePosition
System.Single Rotation
Vector2D RotPivot
Remarks

@param Material Material to use @param ScreenX Screen-space X coordinate of upper left corner of the quad. @param ScreenY Screen-space Y coordinate of upper left corner of the quad. @param ScreenW Screen-space width of the quad (in pixels). @param ScreenH Screen-space height of the quad (in pixels). @param MaterialU Texture-space U coordinate of upper left corner of the quad @param MaterialV Texture-space V coordinate of upper left corner of the quad. @param MaterialUWidth Texture-space width of the quad (in normalized UV distance). @param MaterialVHeight Texture-space height of the quad (in normalized UV distance). @param Scale Amount to scale the entire texture (horizontally and vertically) @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call. @param Rotation Amount to rotate this quad @param RotPivot Location (as proportion of quad, 0-1) to rotate about

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DrawMaterialSimple(MaterialInterface, Single, Single, Single, Single, Single, Boolean)

Draws a material-textured quad on the HUD.

Declaration
public void DrawMaterialSimple(MaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition)
Parameters
Type Name Description
MaterialInterface Material
System.Single ScreenX
System.Single ScreenY
System.Single ScreenW
System.Single ScreenH
System.Single Scale
System.Boolean bScalePosition
Remarks

Assumes UVs such that the entire material is shown. @param Material Material to use @param ScreenX Screen-space X coordinate of upper left corner of the quad. @param ScreenY Screen-space Y coordinate of upper left corner of the quad. @param ScreenW Screen-space width of the quad (in pixels). @param ScreenH Screen-space height of the quad (in pixels). @param Scale Amount to scale the entire texture (horizontally and vertically) @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call.

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DrawMaterialTriangle(MaterialInterface, Vector2D, Vector2D, Vector2D, Vector2D, Vector2D, Vector2D, LinearColor, LinearColor, LinearColor)

Draw Material Triangle

Declaration
public void DrawMaterialTriangle(MaterialInterface Material, Vector2D V0_Pos, Vector2D V1_Pos, Vector2D V2_Pos, Vector2D V0_UV, Vector2D V1_UV, Vector2D V2_UV, LinearColor V0_Color, LinearColor V1_Color, LinearColor V2_Color)
Parameters
Type Name Description
MaterialInterface Material
Vector2D V0_Pos
Vector2D V1_Pos
Vector2D V2_Pos
Vector2D V0_UV
Vector2D V1_UV
Vector2D V2_UV
LinearColor V0_Color
LinearColor V1_Color
LinearColor V2_Color
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DrawRect(LinearColor, Single, Single, Single, Single)

Draws a colored untextured quad on the HUD.

Declaration
public void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH)
Parameters
Type Name Description
LinearColor RectColor
System.Single ScreenX
System.Single ScreenY
System.Single ScreenW
System.Single ScreenH
Remarks

@param RectColor Color of the rect. Can be translucent. @param ScreenX Screen-space X coordinate of upper left corner of the quad. @param ScreenY Screen-space Y coordinate of upper left corner of the quad. @param ScreenW Screen-space width of the quad (in pixels). @param ScreenH Screen-space height of the quad (in pixels).

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DrawText(String, LinearColor, Single, Single, Font, Single, Boolean)

Draws a string on the HUD.

Declaration
public void DrawText(string Text, LinearColor TextColor, float ScreenX, float ScreenY, Font Font, float Scale, bool bScalePosition)
Parameters
Type Name Description
System.String Text
LinearColor TextColor
System.Single ScreenX
System.Single ScreenY
Font Font
System.Single Scale
System.Boolean bScalePosition
Remarks

@param Text String to draw @param TextColor Color to draw string @param ScreenX Screen-space X coordinate of upper left corner of the string. @param ScreenY Screen-space Y coordinate of upper left corner of the string. @param Font Font to draw text. If NULL, default font is chosen. @param Scale Scale multiplier to control size of the text. @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call.

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DrawTexture(Texture, Single, Single, Single, Single, Single, Single, Single, Single, LinearColor, Byte, Single, Boolean, Single, Vector2D)

Draws a textured quad on the HUD.

Declaration
public void DrawTexture(Texture Texture, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float TextureU, float TextureV, float TextureUWidth, float TextureVHeight, LinearColor TintColor, byte BlendMode, float Scale, bool bScalePosition, float Rotation, Vector2D RotPivot)
Parameters
Type Name Description
Texture Texture
System.Single ScreenX
System.Single ScreenY
System.Single ScreenW
System.Single ScreenH
System.Single TextureU
System.Single TextureV
System.Single TextureUWidth
System.Single TextureVHeight
LinearColor TintColor
System.Byte BlendMode
System.Single Scale
System.Boolean bScalePosition
System.Single Rotation
Vector2D RotPivot
Remarks

@param Texture Texture to draw. @param ScreenX Screen-space X coordinate of upper left corner of the quad. @param ScreenY Screen-space Y coordinate of upper left corner of the quad. @param ScreenW Screen-space width of the quad (in pixels). @param ScreenH Screen-space height of the quad (in pixels). @param TextureU Texture-space U coordinate of upper left corner of the quad @param TextureV Texture-space V coordinate of upper left corner of the quad. @param TextureUWidth Texture-space width of the quad (in normalized UV distance). @param TextureVHeight Texture-space height of the quad (in normalized UV distance). @param TintColor Vertex color for the quad. @param BlendMode Controls how to blend this quad with the scene. Translucent by default. @param Scale Amount to scale the entire texture (horizontally and vertically) @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call. @param Rotation Amount to rotate this quad @param RotPivot Location (as proportion of quad, 0-1) to rotate about

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DrawTextureSimple(Texture, Single, Single, Single, Boolean)

Draws a textured quad on the HUD.

Declaration
public void DrawTextureSimple(Texture Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition)
Parameters
Type Name Description
Texture Texture
System.Single ScreenX
System.Single ScreenY
System.Single Scale
System.Boolean bScalePosition
Remarks

Assumes 1:1 texel density. @param Texture Texture to draw. @param ScreenX Screen-space X coordinate of upper left corner of the quad. @param ScreenY Screen-space Y coordinate of upper left corner of the quad. @param Scale Scale multiplier to control size of the text. @param bScalePosition Whether the "Scale" parameter should also scale the position of this draw call.

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GetActorsInSelectionRectangle(SubclassOf<Actor>, Vector2D, Vector2D, Boolean, Boolean)

Declaration
public IReadOnlyCollection<Actor> GetActorsInSelectionRectangle(SubclassOf<Actor> ClassFilter, Vector2D FirstPoint, Vector2D SecondPoint, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed)
Parameters
Type Name Description
SubclassOf<Actor> ClassFilter
Vector2D FirstPoint
Vector2D SecondPoint
System.Boolean bIncludeNonCollidingComponents
System.Boolean bActorMustBeFullyEnclosed
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Actor>
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GetOwningPawn()

Returns the Pawn for this HUD's player.

Declaration
public Pawn GetOwningPawn()
Returns
Type Description
Pawn
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GetOwningPlayerController()

Returns the PlayerController for this HUD's player.

Declaration
public PlayerController GetOwningPlayerController()
Returns
Type Description
PlayerController
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GetTextSize(String, Font, Single)

Returns the width and height of a string.

Declaration
public (float, float) GetTextSize(string Text, Font Font, float Scale)
Parameters
Type Name Description
System.String Text
Font Font
System.Single Scale
Returns
Type Description
System.ValueTuple<System.Single, System.Single>
Remarks

@param Text String to draw @param OutWidth Returns the width in pixels of the string. @param OutHeight Returns the height in pixels of the string. @param Font Font to draw text. If NULL, default font is chosen. @param Scale Scale multiplier to control size of the text.

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New(UObject, Name)

Spawn an object of this class

Declaration
public static HUD New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
HUD
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Project(Vector)

Transforms a 3D world-space vector into 2D screen coordinates

Declaration
public Vector Project(Vector Location)
Parameters
Type Name Description
Vector Location
Returns
Type Description
Vector

Events

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ReceiveDrawHUD

Hook to allow blueprints to do custom HUD drawing.

Declaration
public event HUD.ReceiveDrawHUD_delegate ReceiveDrawHUD
Event Type
Type Description
HUD.ReceiveDrawHUD_delegate
Remarks

@see bSuppressNativeHUD to control HUD drawing in base class. Note: the canvas resource used for drawing is only valid during this event, it will not be valid if drawing functions are called later (e.g. after a Delay node).

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ReceiveHitBoxBeginCursorOver

Called when a hit box is moused over.

Declaration
public event HUD.ReceiveHitBoxBeginCursorOver_delegate ReceiveHitBoxBeginCursorOver
Event Type
Type Description
HUD.ReceiveHitBoxBeginCursorOver_delegate
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ReceiveHitBoxClick

Called when a hit box is clicked on. Provides the name associated with that box.

Declaration
public event HUD.ReceiveHitBoxClick_delegate ReceiveHitBoxClick
Event Type
Type Description
HUD.ReceiveHitBoxClick_delegate
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ReceiveHitBoxEndCursorOver

Called when a hit box no longer has the mouse over it.

Declaration
public event HUD.ReceiveHitBoxEndCursorOver_delegate ReceiveHitBoxEndCursorOver
Event Type
Type Description
HUD.ReceiveHitBoxEndCursorOver_delegate
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ReceiveHitBoxRelease

Called when a hit box is unclicked. Provides the name associated with that box.

Declaration
public event HUD.ReceiveHitBoxRelease_delegate ReceiveHitBoxRelease
Event Type
Type Description
HUD.ReceiveHitBoxRelease_delegate

Operators

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Implicit(IntPtr to HUD)

Convert from IntPtr to UObject

Declaration
public static implicit operator HUD(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
HUD
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