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Class MenuAnchor

The Menu Anchor allows you to specify an location that a popup menu should be anchored to, and should be summoned from.

Inheritance
System.Object
UObject
Visual
Widget
PanelWidget
ContentWidget
MenuAnchor
Inherited Members
ContentWidget.GetContent()
ContentWidget.GetContentSlot()
ContentWidget.SetContent(Widget)
PanelWidget.AddChild(Widget)
PanelWidget.ClearChildren()
PanelWidget.GetChildAt(Int32)
PanelWidget.GetChildIndex(Widget)
PanelWidget.GetChildrenCount()
PanelWidget.HasAnyChildren()
PanelWidget.HasChild(Widget)
PanelWidget.RemoveChild(Widget)
PanelWidget.RemoveChildAt(Int32)
PanelWidget.Slots
Widget.ForceLayoutPrepass()
Widget.ForceVolatile(Boolean)
Widget.GetCachedGeometry(Geometry)
Widget.GetClipping()
Widget.GetDesiredSize()
Widget.GetIsEnabled()
Widget.GetOwningLocalPlayer()
Widget.GetOwningPlayer()
Widget.GetParent()
Widget.GetRenderOpacity()
Widget.GetVisibility()
Widget.HasAnyUserFocus()
Widget.HasFocusedDescendants()
Widget.HasKeyboardFocus()
Widget.HasMouseCapture()
Widget.HasMouseCaptureByUser(Int32, Int32)
Widget.HasUserFocus(PlayerController)
Widget.HasUserFocusedDescendants(PlayerController)
Widget.InvalidateLayoutAndVolatility()
Widget.IsHovered()
Widget.IsVisible()
Widget.RemoveFromParent()
Widget.ResetCursor()
Widget.SetAllNavigationRules(EUINavigationRule, Name)
Widget.SetClipping(EWidgetClipping)
Widget.SetCursor(Byte)
Widget.SetIsEnabled(Boolean)
Widget.SetKeyboardFocus()
Widget.SetNavigationRule(EUINavigation, EUINavigationRule, Name)
Widget.SetRenderAngle(Single)
Widget.SetRenderOpacity(Single)
Widget.SetRenderScale(Vector2D)
Widget.SetRenderShear(Vector2D)
Widget.SetRenderTransform(WidgetTransform)
Widget.SetRenderTransformPivot(Vector2D)
Widget.SetRenderTranslation(Vector2D)
Widget.SetToolTip(Widget)
Widget.SetToolTipText(Byte)
Widget.SetUserFocus(PlayerController)
Widget.SetVisibility(ESlateVisibility)
Widget.Slot
Widget.ToolTipWidget
Widget.RenderTransform
Widget.RenderTransformPivot
Widget.bIsVariable
Widget.bCreatedByConstructionScript
Widget.bIsEnabled
Widget.bOverride_Cursor
Widget.bIsVolatile
Widget.bHiddenInDesigner
Widget.bExpandedInDesigner
Widget.bLockedInDesigner
Widget.Cursor
Widget.RenderOpacity
Widget.Navigation
Widget.NativeBindings
Widget.DesignerFlags
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.UMG
Assembly: UE4DotNet.dll
Syntax
public class MenuAnchor : ContentWidget
Remarks
  • Single Child
  • Popup

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static MenuAnchor DefaultObject { get; }
Property Value
Type Description
MenuAnchor
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MenuClass

The widget class to spawn when the menu is required.

Declaration
public SubclassOf<UserWidget> MenuClass { get; }
Property Value
Type Description
SubclassOf<UserWidget>
Remarks

Creates the widget freshly each time. If you want to customize the creation of the popup, you should bind a function to OnGetMenuContentEvent instead.

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Placement

The placement location of the summoned widget.

Declaration
public byte Placement { get; }
Property Value
Type Description
System.Byte
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ShouldDeferPaintingAfterWindowContent

Declaration
public bool ShouldDeferPaintingAfterWindowContent { get; }
Property Value
Type Description
System.Boolean
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StaticClass

Get UE4 Class

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

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

Methods

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Close()

Closes the menu if it is currently open.

Declaration
public void Close()
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GetMenuPosition()

@return The current menu position

Declaration
public Vector2D GetMenuPosition()
Returns
Type Description
Vector2D
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HasOpenSubMenus()

@return Whether this menu has open submenus

Declaration
public bool HasOpenSubMenus()
Returns
Type Description
System.Boolean
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IsOpen()

@return true if the popup is open; false otherwise.

Declaration
public bool IsOpen()
Returns
Type Description
System.Boolean
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New(UObject, Name)

Spawn an object of this class

Declaration
public static MenuAnchor New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
MenuAnchor
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Open(Boolean)

Opens the menu if it is not already open

Declaration
public void Open(bool bFocusMenu)
Parameters
Type Name Description
System.Boolean bFocusMenu
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ShouldOpenDueToClick()

@

Declaration
public bool ShouldOpenDueToClick()
Returns
Type Description
System.Boolean
Remarks

return true if we should open the menu due to a click. Sometimes we should not, if the same MouseDownEvent that just closed the menu is about to re-open it because it happens to land on the button.

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ToggleOpen(Boolean)

Toggles the menus open state.

Declaration
public void ToggleOpen(bool bFocusOnOpen)
Parameters
Type Name Description
System.Boolean bFocusOnOpen
Remarks

@param bFocusOnOpen Should we focus the popup as soon as it opens?

Operators

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Implicit(IntPtr to MenuAnchor)

Convert from IntPtr to UObject

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